sinzzzz Posted November 2, 2017 Posted November 2, 2017 ***UPDATE*** Quick update to allow you to fully control how chatty your character is. In previous versions your character would make a comment whenever the set timer was reached, whenever their location changed and whenever their cell changed. This could cause them to be rather chatty depending on how quickly you were travelling. You can now limit this and toggle the timer, location and cell change comments on and off. Only want them to make a comment every 5 minutes? no problem, turn off the location and cell change comments and set your timers to 300 seconds. Only want your character to make comments when you want them to? No problem, switch the timer cell and location comments off and setup a suitable speak button! In the MCM menu, the cell change check box does not respond, instead of checking the location change check box.
most_wanted Posted November 2, 2017 Posted November 2, 2017 @JimmyJimJim I'm still waiting for skse v2 and Vortex to play (modded SSE) Skyrim again, but while browsing the current mods I had to stop here to comment on yours: I love the idea behind it and I love how you implemented it. Trying your best to remain lore friendly and the "personality system" means a must have top quality mod for me Keep up with the good work, I'll just leave some questions\curiosities below: - In the mod you have dialogues from a third party towards your pc and vice versa: now, knowing that there are several mods that for example activate during bandits encounters and let the players interact (dialogues + choices)...how is your mod avoiding conflicts? The same applies for other mods where the (your) third party can actually trigger dialogues towards the pc. (edit: I guess it's ok because yours are not really dialogues but "comments" outside of them)
Guest Posted November 2, 2017 Posted November 2, 2017 In the MCM menu, the cell change check box does not respond, instead of checking the location change check box. I'll check that out @JimmyJimJim I'm still waiting for skse v2 and Vortex to play (modded SSE) Skyrim again, but while browsing the current mods I had to stop here to comment on yours: I love the idea behind it and I love how you implemented it. Trying your best to remain lore friendly and the "personality system" means a must have top quality mod for me Keep up with the good work, I'll just leave some questions\curiosities below: - In the mod you have dialogues from a third party towards your pc and vice versa: now, knowing that there are several mods that for example activate during bandits encounters and let the players interact (dialogues + choices)...how is your mod avoiding conflicts? The same applies for other mods where the (your) third party can actually trigger dialogues towards the pc. (edit: I guess it's ok because yours are not really dialogues but "comments" outside of them) Thanks for your kind comments, it is always nice to here that people are enjoying the mods I make You're right, comments from NPC's to the player use the HELLO or one of the other one-hit comments available in quests. These are passive rather than active and don't require any interaction from the player. They also check to ensure the player isn't in a scene already and this helps stop any comments firing and possibly fighting another mods subtitles.
S4WDU5T Posted November 3, 2017 Posted November 3, 2017 Later edit: that appears to have worked, it even restarted/fixed a few things I'd forgotten was missing, like the on-load initial greeting "welcome back/wondered where you went" lines and worried remarks about spiders... sometimes the smallest things make the biggest impact Glad it fixed itself after a clean install. Sorry if I was unclear, I reverted to the v2.62 DD version to regain function as even clean re-installing v2.71 didn't help. Now I see there's a few more fixes since then so I may go ahead and try again to get the more/better/newer working Later edit: that appears to have worked, it even restarted/fixed a few things I'd forgotten was missing, like the on-load initial greeting "welcome back/wondered where you went" lines and worried remarks about spiders... sometimes the smallest things make the biggest impact Maybe you can help me. What exactly you did? Just the standard/usual method of cleaning the save as normally works for me, in this case: Uninstalled v2.71 , start game and load current save, ignoring any "missing data" msg. Wait a minute or three for the rest of the mess to finish loading, then save the game in a new slot and exit game. Clean/scrub that save you just made with a savegame cleaner, I use SaveTool.exe and wiped the 8 or so orphan scripts leftover from this, then Save the newly-scrubbed save file (it'll make a backup of the original in case something went wrong). Restart game and reload the save you just cleaned (not the backup unless it all went bad and you're starting over), you shouldn't see any errors this time, wait the few mins again to finish loading then save *again* to another new slot (you can delete the older ones if/when the process works), this should give you the squeaky-cleanest save you can get without dropping back to a save that never saw any version of the mod installed. Re-install whichever version of the mod you're trying (I went back to v2.62), then start game and load that last clean save, it all should initialize/load as expected Hope that helps and good luck with it, this mod gives your character such a sense of life and awareness that it's a must-have now, won't play without it
Guest Posted November 3, 2017 Posted November 3, 2017 Hope that helps and good luck with it, this mod gives your character such a sense of life and awareness that it's a must-have now, won't play without it I would guess it is almost certainly because the DD version uses a massively different amount of scripts, quests and globals. Something is obviously getting stuck somewhere. Did you make certain the SEQ files were replaced? They are really important for dialogue showing up and if they are not correct then dialogue may not show.
Reesewow Posted November 4, 2017 Posted November 4, 2017 Enjoying the progression of the mod with recent updates, there is really getting to be a lot of granular control over the type of dialogues you typically get. I do love the "story" comments, as rare as they are they come across as your character absent-mindedly daydreaming about things they probably shouldn't be.
worik Posted November 4, 2017 Posted November 4, 2017 You update quicker, than I can update my game I just moved to 2.77. I toggled the timer off, kept only the location+cell change chatter on, and since yesterday I play with "To your face" https://www.nexusmods.com/skyrim/mods/87635 Now, a walk through Solitude feels "balanced" ... And an evening job to serve drinks in the winking skeever is finally immersive Thank you!
Monkito Posted November 4, 2017 Posted November 4, 2017 Damn, how could i miss this mod ? Tried it and cant play without it anymore Thanks.
sinzzzz Posted November 4, 2017 Posted November 4, 2017 xMarker's checkbox does not exist? An xMarker commentary is coming to "NPC Dialogue Options". Considering that the check box of "Talk on Cell Change" is not functioning, is not there a gap in the MCM menu item and the actual operation?
thisismyusername Posted November 4, 2017 Posted November 4, 2017 Has the guard search quest been re-implemented yet?
skyaxe Posted November 5, 2017 Posted November 5, 2017 Thank You for update. I also noticed that in v2-77 combination ofTalk on Cell Change = enabled,Location Change = disabled,On timer = disabled,still showed PC comments quite often. Glad it's fixed now. Excited to test new story comments.Also wanted to note NPC comments towards Vampire PC. I thought, mod not covered them, until I heard them. This comments are so on point & suit entire atmosphere very well . Much LOVE towards your work.
Guest Posted November 5, 2017 Posted November 5, 2017 xMarker's checkbox does not exist? An xMarker commentary is coming to "NPC Dialogue Options". Considering that the check box of "Talk on Cell Change" is not functioning, is not there a gap in the MCM menu item and the actual operation? Hmmm, I'm not sure I understand the question. The "Talk on Cell Change" is now working correctly as far as I'm aware. Has the guard search quest been re-implemented yet? Not yet Thank You for update. I also noticed that in v2-77 combination of Talk on Cell Change = enabled, Location Change = disabled, On timer = disabled, still showed PC comments quite often. Glad it's fixed now. Excited to test new story comments. Also wanted to note NPC comments towards Vampire PC. I thought, mod not covered them, until I heard them. This comments are so on point & suit entire atmosphere very well . Much LOVE towards your work. Cell changes happen fairly often when wandering around Skyrim as the outside area is made up of many cells this is especially true if you are on horse back etc. I may add a global timer to help reduce comments further.
Guest Posted November 5, 2017 Posted November 5, 2017 Do you update the DD version anymore? The DD version is no longer updated as it is obsolete. The latest version (currently 2.8) has a soft dependency for Devious Devices so you'll still get all the devious device comments in the new version. If you are still using the old DD version then I do recommend that you upgrade as many things have been improved upon. ***QUICK UPDATE*** I've now added a secondary timer to help that will give you a high degree of control over how talkative your character is. The timer is based on game time and it effects all player comments apart from hot key comments. The timer must have expired before the next comment is allowed. So if you set it to 6 hrs then your character will only be able to speak once every 6 hours (or 4 times in any Skyrim day) and only if the other criteria have been met i.e. changed cells, location or the other random timer has expired. This prevents rapid cell or location changes from making your character super chatty, unless you want them to be super chatty in which case you should set the timer to 0.25 hours (one comment every 15 skyrim minutes) which is about 45 seconds in real time.
panthercom Posted November 5, 2017 Posted November 5, 2017 How are the guard dialogs identified in the CK (ie. aa_derogatory01, 02 etc)? I want to play around with doing some voice acting for the guards. I'll share my results if they don't suck Now, off to watch some Conan movies to get in the mood...
Halleaon Posted November 5, 2017 Posted November 5, 2017 is there a way to disable the debug messages stating scene start/end? it kills my immersion.
Guest Posted November 5, 2017 Posted November 5, 2017 How are the guard dialogs identified in the CK (ie. aa_derogatory01, 02 etc)? I want to play around with doing some voice acting for the guards. I'll share my results if they don't suck Now, off to watch some Conan movies to get in the mood... Awesome stuff! The guard dialogue is all contained within the DialogueGuardsGeneral quest under the MISC tab. They are divided in to HELLO and IDLE comments. Have fun is there a way to disable the debug messages stating scene start/end? it kills my immersion. New version has much less debug messages
donttouchmethere Posted November 5, 2017 Posted November 5, 2017 improvements everywhere, update madness, thx i never tried it but sure it has been asked a lot: can i just update SG on a running game (deinstalling old and updating with new), because you are faster with updates than me with setting up new load orders i love the new story telling part, my skyrim NPCs would look sad without sexiest gurads and at least i found out where all those debug messages are from xD
damaskos Posted November 5, 2017 Posted November 5, 2017 Do you update the DD version anymore? The DD version is no longer updated as it is obsolete. The latest version (currently 2.8) has a soft dependency for Devious Devices so you'll still get all the devious device comments in the new version. If you are still using the old DD version then I do recommend that you upgrade as many things have been improved upon. It works just fine if I throw the 2.81 files over 2.62 DD files? I hate the cleaning when people restart their mods and decide to rename the esps. It's like they loved killing my saves.
Guest Posted November 5, 2017 Posted November 5, 2017 improvements everywhere, update madness, thx i never tried it but sure it has been asked a lot: can i just update SG on a running game (deinstalling old and updating with new), because you are faster with updates than me with setting up new load orders i love the new story telling part, my skyrim NPCs would look sad without sexiest gurads and at least i found out where all those debug messages are from xD Yes, you can update SG on a running game, at least that's what I do. Generally the updates are fairly small, a script change here or a new dialogue there. Nothing that should cause any issues. Sometimes you may need to reapply slider values in the MCM but usually it should just work. Do you update the DD version anymore? The DD version is no longer updated as it is obsolete. The latest version (currently 2.8) has a soft dependency for Devious Devices so you'll still get all the devious device comments in the new version. If you are still using the old DD version then I do recommend that you upgrade as many things have been improved upon. It works just fine if I throw the 2.81 files over 2.62 DD files? I hate the cleaning when people restart their mods and decide to rename the esps. It's like they loved killing my saves. It should upgrade ok. Just make sure you don't have any loose scripts from this mod (i.e. you didn't unpack the BSA file) as that will cause problems. Always best to do a clean install by 1. removing the mod 1st 2. then loading a save game and accepting that there is a missing esp 3. then save 4. then install new version then load save game As long as the MCM updates the everything should be ok. You may wish to use the reset option in the MCM to toggle the quests on and off to ensure everything is picked up. Also, make sure you install the SEQ file. That is very very very important for dialogue to work. (Nexus mod manager and similar will install it automatically)
karlpaws Posted November 6, 2017 Posted November 6, 2017 I was giving the mod another try, and I'll have to let you know later if I see any issues. I did have a couple of bandits comment about getting, or regret selling, slave girls and thought I'd mention another fitting mod if anyone wasn't aware of it. Its a wholly redone upgrade of PCHS's bandit captives mod with working captive release or alternate enslavement. I don't know how easy/possible it is, but adding lines if Sexy Bandit Captives is detected related to them or excluding your "wish I hadn't sold that last slave" would be nice immersion. If not, maybe some others would like that mod. http://www.loverslab.com/topic/83778-sexy-bandit-captives-mod-to-sex-slaves-for-vanilla-bandit-camps/
Celedhring Posted November 9, 2017 Posted November 9, 2017 Love this mod! I have it installed in my Skyrim game on two different computers.
Ytheria Posted November 11, 2017 Posted November 11, 2017 Are the helpful/unhelpful follower comments working? I get lots of DD comments from my follower, but no actions.
Guest Posted November 11, 2017 Posted November 11, 2017 Wow...welcome to the new forum :) Seems the latest version of Sexist Guards got carried over Ok :)
Guest Posted November 11, 2017 Posted November 11, 2017 On 09/11/2017 at 7:14 PM, Celedhring said: Love this mod! I have it installed in my Skyrim game on two different computers. Great, glad you're enjoying it :) 1 hour ago, Ytheria said: Are the helpful/unhelpful follower comments working? I get lots of DD comments from my follower, but no actions. I haven't yet re-written the events for the DD devices yet. So at the moment it is comments only :)
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