karlpaws Posted February 25, 2017 Posted February 25, 2017 I double checked your first post to see if you mention a time to install the mod or if I can throw it in at any point (likely put it in while in the LAL cell) and saw comments on the first page about Nazeem. I think one or part of his line was the "I used to advise the jarl but now that you are here" part. Again, I'll have to pay more attention and try to screencap stuff.
Content Consumer Posted February 25, 2017 Author Posted February 25, 2017 but without that "do you know" line you can use to respond to him There are essentially three kinds of dialogue lines in Skyrim. I don't know what the official names are, but I call them "normal" and "misc" and "scene." "Normal" dialogue lines are those that you get when deliberately interacting with NPCs. Rumors from innkeepers, trainer dialogue, getting quests, back-and-forth stuff between the player and NPCs. "Misc" dialogue lines are the lines that NPCs give you when you get close to them but aren't actively talking to them. Guard comments about your skills or appearance, that kind of thing. "hello" and "goodbye" dialogue lines fall into this category. This includes those NPCs that you can click on and they'll say something, but you don't actually enter into any sort of conversation with them, like Olava the Feeble's lines about how she doesn't want to tell your fortune. "Scene" dialogue lines are (usually) between two NPCs. Kodlak and Vilkas talking about you while you stand next to them, that kind of thing. Also, most (all, actually) of the Dragonborn comments from this mod come in two parts: After completing Ustengrav but before killing Alduin After killing Alduin Nazeem's comments are all hello and goodbye lines and fall into the "misc" category. You don't ever actually talk to him, so you won't ever get to say "do you know who I am" to him. Instead, all I did was put some conditions on his vanilla comments that prevent them from being said after you become Dragonborn, and made new ones that are said in place of those. IIRC Nazeem doesn't have any comments after killing Alduin (but I could be wrong about that, I might have added some in), so pretty much everything from this mod he says to you is sandwiched in between Ustengrav and Sovngarde in the main questline. I *think* it's okay to install at any time. It does modify some vanilla scripts, but IIRC none of them are touched by mods like USKP/USLEEP (though the Valheim bandits are, I believe). Anyway, should be fine to install mid-game, I think.
karlpaws Posted February 25, 2017 Posted February 25, 2017 I guess I forgot about Nazeem not normally having dialog options. Haven't gotten to him yet but have had 3 "Fight" lines show up, though only once for each NPC. They were all "got close enough" hello lines, one from the Mara statue in the LAL cell oddly enough, another from a carriage driver and the third was Stump in Riverwood when I walked past, not even trying to start a dialog. I did find out that, at least with AFT, followers aren't keen on unarmed fighting when there is a weapon around to pick up, so I'll either need to figure out what to tweak or drop that idea entirely and think about something else.
Content Consumer Posted February 25, 2017 Author Posted February 25, 2017 I guess I forgot about Nazeem not normally having dialog options. Haven't gotten to him yet but have had 3 "Fight" lines show up, though only once for each NPC. They were all "got close enough" hello lines, one from the Mara statue in the LAL cell oddly enough, another from a carriage driver and the third was Stump in Riverwood when I walked past, not even trying to start a dialog. I did find out that, at least with AFT, followers aren't keen on unarmed fighting when there is a weapon around to pick up, so I'll either need to figure out what to tweak or drop that idea entirely and think about something else. This is weird... the conditions for all of that do not allow them to happen for anyone but Nazeem. Are you using any other mods that might affect dialogue in general, or his dialogue in particular? Something that could be conflicting, or even interacting oddly, with DYKWIA?
karlpaws Posted February 25, 2017 Posted February 25, 2017 I do have RDO. While it lets people use other lines, I would expect conditionals to still be in force. I am seeing Braith's line about fighting anyone. Just to clarify. Besides seeing Nazeem's own line from Nazeem once when I wrongly thought I shouldn't, I don't know that he is an issue, unless he is the only "hello" NPC you changed. The Mara statue had the correct voice line, but the subtitle was changed to the "boys, girls, dogs..." line and it stays there and I cannot choose any of the dialog options. If I escape the dialog it goes away and I can re-talk to the statue and it proceeds normally.
Content Consumer Posted February 26, 2017 Author Posted February 26, 2017 I do have RDO. While it lets people use other lines, I would expect conditionals to still be in force. I am seeing Braith's line about fighting anyone. Just to clarify. Besides seeing Nazeem's own line from Nazeem once when I wrongly thought I shouldn't, I don't know that he is an issue, unless he is the only "hello" NPC you changed. The Mara statue had the correct voice line, but the subtitle was changed to the "boys, girls, dogs..." line and it stays there and I cannot choose any of the dialog options. If I escape the dialog it goes away and I can re-talk to the statue and it proceeds normally. No, I've changed a bunch of hello comments for various NPCs. The closest one I can think of to Nazeem (geographically speaking) is Uthgerd the Unbroken, probably a quick test to see if she's got an issue too. And nothing's been changed with the Mara statue either, so... WTF? The problem is, I'm not actually seeing any of this on my system. It's hard to track down a bug that isn't happening to me.
y_sengaku Posted February 26, 2017 Posted February 26, 2017 Is anyone having problems with Braith's line (boys, girls, dogs, elders, there's nobody I won't fight) appearing when it shouldn't be? Or appearing for all NPCs? I just uploaded a new version that hopefully fixes this problem, but I'm looking for confirmation that it's gone... Hello, I just updated the translation file for v20: http://skup.dip.jp/up/up12943.zip I also wondered where the greeting(?) dialogue came from: http://imgur.com/ygfNyUM [edited]: Only Braith's dialogue. I have not seen any other hello dialogue when it shouldn't be. [edited 2]: In detail, it only Braith's 'greering' dialogue that sometimes appeared when NPCs other than Braith said hello to PC. Curiously, while the voice remained the original, only the subtitle was changed into Braith's dialogue. In v19, I have seen this dialogue also with Redoran Guard and some custom followers. Oddly enough, I have seen the dialogue only with existing saves (overwritten with v19). With (almost) new game start I cannot confirm this bug in the save. Anyway, I will look at whether the bug has fixed with v20. [edit 2]: So far (after 30 minutes' test playthrough), I have not encountered Braith dialogue any more again with existing saves that I had the bug in v19.
karlpaws Posted February 26, 2017 Posted February 26, 2017 I probably do have a mod or three that are conflicting in unexpected ways. If I could remember/figure out how to make MO print a list of my loaded mods I'd share it, but I'm not going to google directions when I'm busy trying to find the perfect hat
Content Consumer Posted February 26, 2017 Author Posted February 26, 2017 Is anyone having problems with Braith's line (boys, girls, dogs, elders, there's nobody I won't fight) appearing when it shouldn't be? Or appearing for all NPCs? I just uploaded a new version that hopefully fixes this problem, but I'm looking for confirmation that it's gone... Hello, I just updated the translation file for v20: http://skup.dip.jp/up/up12943.zip I also wondered where the greeting(?) dialogue came from: http://imgur.com/ygfNyUM [edited]: Only Braith's dialogue. I have not seen any other hello dialogue when it shouldn't be. [edited 2]: In detail, it only Braith's 'greering' dialogue that sometimes appeared when NPCs other than Braith said hello to PC. Curiously, while the voice remained the original, only the subtitle was changed into Braith's dialogue. In v19, I have seen this dialogue also with Redoran Guard and some custom followers. Oddly enough, I have seen the dialogue only with existing saves (overwritten with v19). With (almost) new game start I cannot confirm this bug in the save. Anyway, I will look at whether the bug has fixed with v20. [edit 2]: So far (after 30 minutes' test playthrough), I have not encountered Braith dialogue any more again with existing saves that I had the bug in v19. Thank you for updating the translation. I wish the mod were bug-free! Glad to know it seems to be fixed in v20 though. I probably do have a mod or three that are conflicting in unexpected ways. If I could remember/figure out how to make MO print a list of my loaded mods I'd share it, but I'm not going to google directions when I'm busy trying to find the perfect hat So far, I can confirm that in v19 Braith had a serious problem with her conditions (two, actually). I still can't find any issue with Nazeem's comments though. As much as I dislike putting responsibility off on someone else, I have to think this is a problem with your system. Sorry man, wish I could help. You suggested RDO might be at fault, try disabling it (don't save over ), and see if that fixes it? Good luck with the hat.
y_sengaku Posted February 26, 2017 Posted February 26, 2017 Thank you for updating the translation. I wish the mod were bug-free! Glad to know it seems to be fixed in v20 though. Unfortunately, I just encountered the NPC greeting with Braith's provoking dialogue (subtitle) still in v20. http://imgur.com/jUcYNmI As for this case, however, it could be a result of some mods-conflicts (so it's not solely the bug of this mod itself): The NPC in question was the reveler (one of the three revelers) who didn't originally have any dialogue in vanilla. All of the three dialogues in the SS above actually come from other dialogue mods (one is from SLEN, and the other two are from give gifts to anyone in Skyrim). While the subtitle appeared, the reveler in question spoke nothing (at least as for voiced-one). I have tried to get this dialogue several times with other NPCs, but all the time the attempt has failed, just getting the ordinary greeting message. So, I guess that this 'bug' of DYKWIA v20 cannot occur in vanilla unless some other mods enable the NPC in question those who originally have not any dialogue message to 'speak to' PC by adding some additional (non-voiced) greeting.
Content Consumer Posted February 26, 2017 Author Posted February 26, 2017 Now that I look at it, it looks like Hearthfire (yes, Hearthfire for some weird reason) adds a couple of conditions to Braith's dialogue line. And only that one - none of her others. Either that or I mistakenly copied them in there somehow. Or possibly TNU did it (the latest version is based on TNU's Realistic Dialogue Overhaul patch, which includes Hearthfire). Due to the placement of the OR/AND logic conditions, it seems to be possible that "this actor must be Braith to say this line" is being omitted. Anyway, I've removed those conditions from Braith, hopefully this will fix it? dykwia v21 beta 1.7z I've no idea if this fix will take effect on an existing game. I think it will, but I can't guarantee it. Also, I still don't know why Nazeem's lines are being passed around.
karlpaws Posted February 26, 2017 Posted February 26, 2017 I've no idea if this fix will take effect on an existing game. I think it will, but I can't guarantee it. Also, I still don't know why Nazeem's lines are being passed around. Oh, they aren't. The only thing with Nazeem is while I was playing v19 and after I'd gotten the horn, Nazeem said his line. I thought he was not supposed to say his line until I talked to him. You reminded me that he doesn't normally have a dialog option and with no way to talk to him this mod doesn't add one so that's working fine. I've thought about installing a second MO folder just to have basic and maybe some texture mods, just to play the game once without all of the extra bonuses I have and see how bad it was.
Content Consumer Posted February 26, 2017 Author Posted February 26, 2017 I've no idea if this fix will take effect on an existing game. I think it will, but I can't guarantee it. Also, I still don't know why Nazeem's lines are being passed around. Oh, they aren't. The only thing with Nazeem is while I was playing v19 and after I'd gotten the horn, Nazeem said his line. I thought he was not supposed to say his line until I talked to him. You reminded me that he doesn't normally have a dialog option and with no way to talk to him this mod doesn't add one so that's working fine. I've thought about installing a second MO folder just to have basic and maybe some texture mods, just to play the game once without all of the extra bonuses I have and see how bad it was. Aaaaahhhhh, I completely misunderstood. Gotcha. I think about playing with no mods every now and then. Not even USLEEP or anything else, just to see. I tried to do it with the Special Edition, but I got like five minutes in and missed SkyUI so bad I just couldn't continue. There are some quality of life mods that I just can't do without any more.
y_sengaku Posted February 27, 2017 Posted February 27, 2017 Now that I look at it, it looks like Hearthfire (yes, Hearthfire for some weird reason) adds a couple of conditions to Braith's dialogue line. And only that one - none of her others. Either that or I mistakenly copied them in there somehow. Or possibly TNU did it (the latest version is based on TNU's Realistic Dialogue Overhaul patch, which includes Hearthfire). Due to the placement of the OR/AND logic conditions, it seems to be possible that "this actor must be Braith to say this line" is being omitted. Anyway, I've removed those conditions from Braith, hopefully this will fix it? dykwia v21 beta 1.7z I've no idea if this fix will take effect on an existing game. I think it will, but I can't guarantee it. Also, I still don't know why Nazeem's lines are being passed around. Ok, at least with the reveler of WE event (that I posted above) your beta fix (v21beta) works! I had not so much time now, so I'll try to check the lingering possibility of getting the the dialogue line more with other 'generic' NPCs further tonight. Thanks again for your quick response. [edit]: I have tried to talk to some more generic PC like the reveler above several times (ca. 1hrs), and so far no more Braith's line. So, I guess that your v21beta has succeeded in fixing the problem. Thanks!
Content Consumer Posted March 2, 2017 Author Posted March 2, 2017 v21 is upFixed a bug with BraithAdded some dialogues with Karliah during Trinity Restored. I'm honestly not entirely happy with the Trinity Restored bits. The problem is, I can detect whether or not you've completed a quest, but not HOW you've completed the quest. In some of those Daedric quests, you can "complete" the quest by refusing to follow orders.Also, in some cases (Companions Harbinger->Hircine springs to mind), I might have to redo it at some point. Right now it detects if you are the harbinger, not if you are a werewolf. So it's entirely possible to get an inaccurate dialogue line there.Note that none of it is "let me bypass this quest" dialogue. You still need to become a Nightingale to defeat Mercer Frey (thematically). Lines added for: Hermaeus Mora Boethiah Meridia Molag Bal Namira Hircine (detects Harbinger status, not werewolf status, does not care about Hircine's daedric quest) Dragonborn (ustengrav) Sithis (detects Listener status)
y_sengaku Posted March 2, 2017 Posted March 2, 2017 Thank you for update to v21. Here is the Japanese translation patch for v21: http://skup.dip.jp/up/up12965.zip I have a/ or two question(s) on the text of the updated Karliah's line, however. Let Namira and Hircine fight it out. Let Namira and Sithis fight over who gets your soul after you die. As for these two, is Nocturnal instead of Namira the correct deity (?) Karliah meant to mention?
karlpaws Posted March 2, 2017 Posted March 2, 2017 All this new content... any chance you could give us variables instead of quest status, so we could just skip the MQ entirely? Unbound especially with the non-dragonborn start and we could say all the dragons are not showing up because We Killed Them! and just starting playing the rest of the game. Are the "lines added" for use if we're done with those quests and talk to others? That would be cool while we are ignoring the MQ.
Content Consumer Posted March 2, 2017 Author Posted March 2, 2017 Thank you for update to v21. Here is the Japanese translation patch for v21: http://skup.dip.jp/up/up12965.zip I have a/ or two question(s) on the text of the updated Karliah's line, however. Let Namira and Hircine fight it out. Let Namira and Sithis fight over who gets your soul after you die. As for these two, is Nocturnal instead of Namira the correct deity (?) Karliah meant to mention? Whoops, yes, that's supposed to be Nocturnal. All this new content... any chance you could give us variables instead of quest status, so we could just skip the MQ entirely? Unbound especially with the non-dragonborn start and we could say all the dragons are not showing up because We Killed Them! and just starting playing the rest of the game. Are the "lines added" for use if we're done with those quests and talk to others? That would be cool while we are ignoring the MQ. I guess I don't understand... you mean you want to call yourself Dragonborn if you're skipping the main quest and never become the Dragonborn? Theoretically, that could be done. I don't really see the point, but yes, it could be done. The problem is, I'd have to edit every single dialogue line in the game that refers to the Dragonborn and replace all of the conditions with the user-settable variable. Not only is that a lot of work, but it would make the mod completely broken for anyone except people who skip the Main Quest. Alternately, I could just duplicate all of the available lines and make one for "yes main quest" and one for "no main quest" but that's even more work, for something that really isn't in the mod's purview. Honestly, I see that as more something that your Skyrim Unbound would do...
karlpaws Posted March 3, 2017 Posted March 3, 2017 Yeah I probably wrote that wrong. I was thinking of some variable we could change in the console for your mod to fake it, but detecting the presence of a mod like your altstarts does and this is rather different. I suppose there is always the console setstage
Content Consumer Posted March 3, 2017 Author Posted March 3, 2017 Yeah I probably wrote that wrong. I was thinking of some variable we could change in the console for your mod to fake it, but detecting the presence of a mod like your altstarts does and this is rather different. I suppose there is always the console setstage Yeah, I think setstage would be the best bet. I don't know how much of the main quest advancement is contained in dialogue script entries, but I'd guess not very much. Should be fine for the most part.
karlpaws Posted March 10, 2017 Posted March 10, 2017 Giving 21 a try, and found someone you might add a line on... the Alikr prisoner in the jail during the quest to help Saadia. He asks "Do you have a death wish?" and the PC could respond "Yes, but going to Sovnguard cured me" or "Yeah but I think I'd worry more about the dragons that want my head and not piddly bandits"
Content Consumer Posted March 11, 2017 Author Posted March 11, 2017 Giving 21 a try, and found someone you might add a line on... the Alikr prisoner in the jail during the quest to help Saadia. He asks "Do you have a death wish?" and the PC could respond "Yes, but going to Sovnguard cured me" or "Yeah but I think I'd worry more about the dragons that want my head and not piddly bandits" Good one. I'll put it on my list.
karlpaws Posted March 12, 2017 Posted March 12, 2017 (edited) Here's another one.. Pavo Attius, on the Kolskeggr Mine, could be told that forsworn, magic and axes or not, might scare off miners but me, or they might have magic axes but I have magic shouts/voice/breath. I'd also like to say something just as smarmy as the Markarth guards say to you, if you happen to talk to one outside the city. They want you to keep your nose clean, and a few other things. Could respond that if you were of a mind to not stick your nose into things, you'd be eaten by a dragon by now. While I'm at it... Faleen: Who are you to approach the Jarl of Markarth? Why, I'm the dragonborn! I made sure everyone in the whole province didn't move in here and crowd you. Edited March 12, 2017 by karlpaws
karlpaws Posted March 13, 2017 Posted March 13, 2017 Not sure if this fits... guy doesn't have the usual persuade/intimidate check, but does have a bribe option.. Rhorlak, in the Pinewatch cabin when on Endon's Markarth thieves guild fence quest I could imagine saying something like "The dragonborn, that's me, has taken up a shady line of work, and I want Endon's silver mold." or maybe "After I killed Alduin, I decided to keep helping out the poor, disadvantaged folks of Skyrim, and Endon's my current help-ee. You can either tell me where his mold is or I Shout you all the way to Helgen." (that seems a little long).
Content Consumer Posted March 13, 2017 Author Posted March 13, 2017 Here's another one.. Pavo Attius, on the Kolskeggr Mine, could be told that forsworn, magic and axes or not, might scare off miners but me, or they might have magic axes but I have magic shouts/voice/breath. I'd also like to say something just as smarmy as the Markarth guards say to you, if you happen to talk to one outside the city. They want you to keep your nose clean, and a few other things. Could respond that if you were of a mind to not stick your nose into things, you'd be eaten by a dragon by now. While I'm at it... Faleen: Who are you to approach the Jarl of Markarth? Why, I'm the dragonborn! I made sure everyone in the whole province didn't move in here and crowd you. I don't remember that line, but it's been a while since I've even been to Kolskeggr, much less talked to an NPC there. I'll give it a look. The Markarth guards are good ones. IIRC it was already on my to-do list, but now I can't seem to find it. And Faleen is a good one too. Not sure if this fits... guy doesn't have the usual persuade/intimidate check, but does have a bribe option.. Rhorlak, in the Pinewatch cabin when on Endon's Markarth thieves guild fence quest I could imagine saying something like "The dragonborn, that's me, has taken up a shady line of work, and I want Endon's silver mold." or maybe "After I killed Alduin, I decided to keep helping out the poor, disadvantaged folks of Skyrim, and Endon's my current help-ee. You can either tell me where his mold is or I Shout you all the way to Helgen." (that seems a little long). If he's got any option where the player and NPC trade lines, it should be easy enough to hijack. I also don't remember Rhorlak, but I only ever did the thieves guild quest twice in the last five years, and I hate the damn questline so much I probably blocked it out. I'll look for it.
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