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Guest Electriq
Posted

I think I have the same issue as mentioned above, only guards aren't saying the dialogue from this mod, only vanilla lines and "running into them" lines everytime I see a guard I be sure to stop by next to him and see if he'll say something about it, but he doesn't

 

It would be a good thing if there would be a way to disable vanilla dialogue for them just for testing purpose and see if it works then, it definitely is a weird issue

 

Also I don't know much about modding, but I've been looking around on UESPWiki about factions and ran into this page, and as we can see there are 2 guard factions: "Guard Faction (for dialogue) - GuardDialogueFaction" and "GuardFaction (Makes an actor a guard) - IsGuardFaction", so does that mean anything? I am fairly sure this mod only uses the latter one, maybe this means nothing but I thought it's worth mentioning :)

 

It's an amazing mod btw, I've been using it from release and I love it, thanks

Posted

I'm noticing this issue with hold guards too, and I will add, in case it helps to identify the problem, that I did not have this issue in 0.2, which is what I updated to 0.4 from. Sorry I can be no more help than that, hope it helps.

 

Really neat mod, thanks for sharing.

Posted

For those thinking of voicing some of these lines, I'd suggest the bandit lines first, simply because in the middle of combat subtitles are rather difficult to pay attention to.

 

This mod integrates nicely with Inconsequential NPCs and other mods like it that add generic NPCs to the game. Since they don't come with many stock lines, if any, they are even more likely to pick from the lines from this mod, making the 'common rabble' (usually what these NPCs are) an excessively rude bunch. It fits.

Posted

I'm noticing this issue with hold guards too, and I will add, in case it helps to identify the problem, that I did not have this issue in 0.2, which is what I updated to 0.4 from. Sorry I can be no more help than that, hope it helps.

 

Really neat mod, thanks for sharing.

 

Give the new version a try. I've added some extra factions in to the guard dialogue in the hope that they will help.

 

For those thinking of voicing some of these lines, I'd suggest the bandit lines first, simply because in the middle of combat subtitles are rather difficult to pay attention to.

 

This mod integrates nicely with Inconsequential NPCs and other mods like it that add generic NPCs to the game. Since they don't come with many stock lines, if any, they are even more likely to pick from the lines from this mod, making the 'common rabble' (usually what these NPCs are) an excessively rude bunch. It fits.

 

Anyone wanting to contribute then please do :) I can give sets of lines if that helps anyone.

Posted

Great mod, thank you for share it. I liked so much what In this moment i am in process of translatering to spanish because i feel weird  had mixed commentaries in spanish and english.

Posted

i'm disabling Guard Dialogue Overhaul. the audio tracks are breaking immersion with the bleak misogynist world. I'm sure if i ever get around to playing a version of skyrim that doesn't involve a scantily clad female dovahkiin nymphomaniac i'll reenable GDO (would probably be a world without rape culture and my fiance would stop hating skyrim. lol)

 

btw, there's been a couple of comments here about the SL sexual fame framework mod. If you ever thought about integration would that entail scripting on your part? i hate the thought of overscripting my game.

Guest Electriq
Posted

Also on SL SF topic, I really hope it'll be an optional thing and not a mandatory requirement :)

Posted

Thank you for the mod!  

 

Any thoughts on putting SL Sexual Fame integration?

 

I shall be doing an addon which adds SexLab events to comments.

 

Great mod, thank you for share it. I liked so much what In this moment i am in process of translatering to spanish because i feel weird  had mixed commentaries in spanish and english.

 

Once you're finished send it over and I'll pop it up as a spanish version here if you like.

 

i'm disabling Guard Dialogue Overhaul. the audio tracks are breaking immersion with the bleak misogynist world. I'm sure if i ever get around to playing a version of skyrim that doesn't involve a scantily clad female dovahkiin nymphomaniac i'll reenable GDO (would probably be a world without rape culture and my fiance would stop hating skyrim. lol)

 

btw, there's been a couple of comments here about the SL sexual fame framework mod. If you ever thought about integration would that entail scripting on your part? i hate the thought of overscripting my game.

 

I won't be adding any extra scripts (apart from the MCM menu scripts that are required) to this version. I want this to be purely dialogue and nothing else. I also run a heavily modded skyrim and really don't want to load in more scripts :)

 

Also on SL SF topic, I really hope it'll be an optional thing and not a mandatory requirement :)

 

It will be :)

 

Very enjoying this mod! can you add comment when getting rape, wearing DD & voice for bandit when in combat pretty please?

 

I shall definitely be adding Devious Device comments. Again, this will be a separate mod to keep dependencies to a minimum. I shall do my very best to get all dialogue fully voiced.

Posted

I think the only conflicts this mod will have are possibly with those mods that also add a lot of silent dialogue that aren't prompts to the player. But only in the sense that Skyrim doesn't have a chat log, and therefore when a lot of people talk at once near you the player ends up missing a few lines here or there.

 

It's a great mod, and I hope you do add lots of those clothing/outfit comments. In addition to people suggesting DD, I'd suggest FunnyBiznesses' cum meshes that you can wear like gear, since it has thickness and viscosity unlike the cum textures and well they cover areas that even the most spunkiest alternatives don't.

Posted

You sure you want to keep the name Sexist Guards, now that the mod makes much more than just the guards sexist?

Sexist Skyrim, maybe? I mean, I am pretty sure people would still remember your mod this way.

Posted

yeah, i've got about 60 mods listed as 'scripted' in mod organizer (i'm sure half of those are very light, a quarter light, and probably a handful being moderate script loads)...what surprises me is that most loverslab mods i have installed are scripted.

Posted

You sure you want to keep the name Sexist Guards, now that the mod makes much more than just the guards sexist?

Sexist Skyrim, maybe? I mean, I am pretty sure people would still remember your mod this way.

 

lol. looking up misogyny in the thesaurus has a few interesting names like "misanthrope"

"MISANTHROPIC SKYRIM" "Haters gonna hate" or my favorite: "Caviler NPCs"...but, honestly, i'm sure most of us would prefer the mod author stick to the original name for continuity (especially since it's so damned hard to remember things when reinstalling after a hard disk crash)

Posted

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

 

To MixedupJim, I updated from 0.44 to 0.5 but the guard dialogues still don't work. I didn't do a clean update though, just installed over the old version. The other dialogues work fine, I can disable/enable them in MCM.

Posted

 

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

I've got that. I get a CTD regardless of load order whenever I check SexistGuards.esp, and Mod Organizer warns me it's missing masters Dawnguard.esm, Dragonborn.esm and HearthFires.esm. There is a good chance that I'm just doing something stupid though.

Posted

 

 

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

I've got that. I get a CTD regardless of load order whenever I check SexistGuards.esp, and Mod Organizer warns me it's missing masters Dawnguard.esm, Dragonborn.esm and HearthFires.esm. There is a good chance that I'm just doing something stupid though.

 

 

If it says it needs them, then it must be so. There is nothing else to do other than getting the DLC. Probably this mod requires DLC so the factions that it ads work with the mod's dialogues. These days not even USKP works without all the DLC anymore.

 

Posted

 

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

 

To MixedupJim, I updated from 0.44 to 0.5 but the guard dialogues still don't work. I didn't do a clean update though, just installed over the old version. The other dialogues work fine, I can disable/enable them in MCM.

 

 

I've been waiting, just to make sure that I wasn't allowing enough time/opportunities, but, with a new game and 0.5 I have yet to see a hold guard use lines from the mod. Still well worth having installed imo, and I'm looking forward to the complimentary mod(s) to come. Thanks.

 

Posted

 

 

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

 

To MixedupJim, I updated from 0.44 to 0.5 but the guard dialogues still don't work. I didn't do a clean update though, just installed over the old version. The other dialogues work fine, I can disable/enable them in MCM.

 

 

I've been waiting, just to make sure that I wasn't allowing enough time/opportunities, but, with a new game and 0.5 I have yet to see a hold guard use lines from the mod. Still well worth having installed imo, and I'm looking forward to the complimentary mod(s) to come. Thanks.

 

 

You saved me the trouble of trying to start a new game. Me to I, actually talked to a guard in Whiterun until he exhausted all his dialogue choices(he started saying the generic greeting) and he still didn't say any lines from this mod.

 

Posted

Hi MixedupJim,

 

If you have question about the SLSF let me know;

There are a few things that you could find useful,

and, actually, it was developed to assist the creation of Dialogue/Comment mods, saving the writers from script something ;)

 

Bye

 

 

P.s.: If you need some extra comment line ready to use (or for general inspiration), you could find some in the thrid replay of the support topic of the SLSF, I know for experience that, after a while writing line of dialgue, it happend to get stucked or feel the need of some extra variety from an external point ;)

Guest Electriq
Posted

 

 

 

-snip-

 

Same here, I've been always stopping next to guards when I pass by them to see if they'd use the lines from this mod, but the answer is still no, everything else works perfectly fine

 

It's funny how there is a "Guard" word in a name, but that's the only thing that isn't working :D

 

  • 4 weeks later...
Posted

 

 

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

I've got that. I get a CTD regardless of load order whenever I check SexistGuards.esp, and Mod Organizer warns me it's missing masters Dawnguard.esm, Dragonborn.esm and HearthFires.esm. There is a good chance that I'm just doing something stupid though.

 

 

Ah, yes...the last version I added all the DLC to the mod to see if that would fix the missing guard dialogue...apparently it hasn't which probably means that there is another mod that has modified the faction data.

 

Unfortunately at the moment you will need all the extra DLC to use this mod.

 

 

I really like the sound of this mod but I was kinda surprised by the dependencies it has. All 3 DLCs, even Hearthfire?

 

It says it only needs FuzRoDoh.

 

 

 

To MixedupJim, I updated from 0.44 to 0.5 but the guard dialogues still don't work. I didn't do a clean update though, just installed over the old version. The other dialogues work fine, I can disable/enable them in MCM.

 

 

Do you have any other mods which might modify the factions for guards? Its the only thing I can think of that might be causing the issue.

 

 

 

How can I write my own comments? Apropos has a library that's really easy to edit. Does this have something similar?

 

You'll need to jump into the creation kit to do it....or post them here (or PM me and I'll add them :) )

Posted

One thing, I don't think you need to check to see if the guard is a playable race. Just the player.

But that doesn't seem like it would be causing the problem, it's just an irrelevant nitpick...

 

I guess you could try GuardDialogueFaction instead of IsGuardFaction. Looks like there are a lot more members in GuardDialogueFaction (786 instead of 493 for IsGuardFaction).

But even then I don't know if that would solve the problem, since it looks like IsGuardFaction already contains most of the same entries.

I dunno...

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