Here it is: This is the completed version of the previous voice over mod. I added around 5000 new lines of fully voiced dialogue and merged it with the previous releases for Tribunal and Bloodmoon. This amounts to circa 7000 voice lines. This includes all of the Greetings as well remarks on stealing, barter menus etc. and goodbyes for every race. I completely redid all the races that were already "done" as well. Just to give you an idea of how different this will be: The woodelves had exactly 9 Greetings that they would give you, now they can choose from 138. This is the approximate number for Greetings for every race. The big exception are the dunmer who have 223 greetings to choose from now, as opposed to the 25 from the previous version. I also gave the Khajiit, Nords and Redguards their voices back.
NPCs will now, based on their disposition towards you, remark on such things as:
Each race also has all their idle dialogue added. In this version I integrated the idle capability scripting. Removing it and using the plugin separately won't work because the original mod checks for the "no rumors" option on NPCs, which is something that all the Morrowind NPCs have. I did not do the vampire attack and hit sounds, they're just too many (around 400) for around 20 characters that you'll probably fight for only 5 minutes. This took quite some time to complete, so I really hope you enjoy this. If you find any bugs or have other comments, please tell me.
I have to admit that Bloodmoon is probably my favourite Morrowind expansion. Going through Morroblivion Solstheim there was something missing however. It was the voiceover that all of Solstheim's inabitants had. Especially their idle dialogue lines.
Vanilla Oblivion didn't have any Idle dialogue (or rather monologue, because most of the lines are uttered to themselves, sometimes disturbing, often hilarious). However 86 lines of idle dialogue lines were recorded and shipped with the game that were never used ingame though. This was fixed by Shadow-She-Wolf's mod Idle Dialogues.
This is were my mod takes off. Using Shadow-She-Wolf's mod as a foundation I restored all of the 212 unique generic idle dialogue lines that were in Bloodmoon. Finally NPCs can talk to themselves. This mod only affects NPCs in the Solstheim area. For the mod to work though, you have to at least been in a Solstheim exterior cell once for a few seconds. After that it's working again. Changing from the Morrowind worldpsace to another from within the Solstheim region will also break this mod, as in, if you use Mark/Recall to Mournhold, the people will say things like: "So, this tooth-paste-stuff... what's it for? Fixing old teeth?" Just like the one it's based on, this mod requires OSE to work.
Edit: Now also with all the quest and NPC specific greetings. In full, 627 lines of spoken, original dialogue. This is all of the dialogue that was in Bloodmoon as far as I'm concerned. All except for the Glenmoril Raven because that's not in the esm yet.
You can safely replace the original version with this one, as everything I did was add the dialogue and a script for the game to know when the player is on Solstheim. I also put up measures to ensure that Morrowind's NPCs wouldn't use Cyrodiil's idles and vice versa. It's also completely compatible with the other voiced dialogue mods. The NPCs in Cyrodiil will also have their original idle dialogue.
Make sure to load it after the original mod if you're still using that and to rename the voices folder. My mod changes a script of the original to make it work on Morroblivion's NPCs. There's a new version btw.
That's actually something I was going to ask! I'm kind of surprised how much I actually enjoy this kind of thing. :D I'd be happy to do it, as far as I can tell only a few races are still left. Should I incorporate the idle ability into it as well? There's also the possibility of just merging the two. Though I don't know if the voice files will still have the same names after that.
Yes, Khajiit, Nords and Redguards are not done yet - they have the most similar voices between 2 games and so were left last. However, other races are also missing some of the original lines - especially Dunmer. I've restored a few when I updated the mod, but there's still more.
I realized that shortly after doing it. Not a problem though, I can remove the conditions with Tes4Edit and make a quest condition. And your idea of just adding the Topic and removing the scripting is pretty brilliant, never even thought of that, anyone who wants to have idle dialogues can install that mod and it'll work that way too. I'll probably make two versions.
Yes, it still has all the combat dialogue and some goodbyes from the old mod, this is simply adding up to it. When the nexus is online again, I'll check out the scripting of that other mod, it's really no issue at all to remove the scripting.
Many thanks, Roxon, this is much appreciated. Here is the esp with all entries having to do with idle scripting removed. But I'm not sure everyone is willing to install a mod that does much more than just add idles if they want to have idle dialogues. So, if this should be added to the complete installation, there should probably an option for people to choose from.
Oh, I forgot about that one, it was used before I was completely sure that the getincell condition could also cover exterior and multiple interior cells. I'm going to remove it and change the conditions to "Getincell SkaalSVillage". It's really only used for 3 greetings to the player after he finishes the Bloodmoon main quest, it was kind of a temporary thing on my part that I never really looked at afterwards. I'll have to keep the Solstheim check in though because that one doesn't work 100% with the "getincell Solstheim" condition and it's easier to it that way than to also include Fort Frostmoth and various other cells that don't include Solstheim in their names. Same with Mournhold. I also merged all the scripts that don't have anything to do with idles now. Here's an updated version.
It adds all the voice files that were in the original Morrowind and its expansions. For Morrowind those are Greetings, i.e. things NPCs say to you when you pass them, goodbyes derived from those greetings, combat grunts and taunts and reactions to trespassing and stealing. For the expansions there are a lot of special quest specific greetings which adds a lot personality to the characters. All in all there are over 7000 lines of spoken dialogue which makes a lot of difference immersion wise. What this doesn't give you is voice overs for every single line of dialogue.
Sorry for the confusion, the version 1.2 is only regarding the old idle dialogues plugin that I made before I finished Morrowind_ob - conversation. I changed the description a little. I'll probably drop version numbers altogether for the next release. I also added the newest version to the main post, I didn't think that anybody actually checked this page and people didn't just wait for the newest main file.
This is awesome, but occasionally breaks immersion when talking to specific characters/situations. Am I allowed to release a modmod that disables voice from certain characters in order to avoid situations like "I will listen, outlander, but make it quick... Oh, so good of you to come by, please help me"?
Here's my personal version of morrowind_ob.conversation.esp. I also made some very minor alterations to the conditions and disabled the Altmer calling the PC "outlander" (made little sense to me - and who do you think you are, High Elf?) by placing a contradictory condition on that line.
The list of people with disabled greetings can be found in the attached gif. These are mostly people who need to be rescued (nothing is more disappointing than fighting the bad guys in order to rescue someone whose first reaction at seeing you is annoyed "What is it that you require of me, outlander?"), people who actively engage you in conversation upon first meeting (like the lady who is in love with the bandit), and people with personalities too whacky for standard greetings (Din, Crassius Curio - the latter is also too friendly for the rude ripostes he gives you if you happen to be a high-placed Redoran or Telvanni).
Uploaded the newest version which adds Werewolf player and NPC combat sounds and taunts by NPCs fighting the player in werewolf form. It also fixes a few conditions, disables Oblivion guard dialogue in Morrowind and silences certain NPCs based on the changes made by LoneWolfEburg. This edits a couple of NPCs and uses script variables which may be different in new version of the master so it might need an update then.
This is a response to Cursed Angel. I think that there r many possoblitys to this profession. For instants a resurect spell called rewind time where u can bring back an ally by rewinding time in the allys area. Also when u refer to Chrono that means time and SPACE which in fact means reality itself. There for the possibility of skills could be limitless. From teleportation to something similar to spirit rift. I do think that slow time would be something that this profession would have but it is not the only thing. They could freeze time for an instant and do damage. So you have to think into this.
I was kinda disappointed with EOTN (GW:EN). The only thing i could say that was good about it was getting the heros. They should have done more with it, the Utopia campaign i think i would have liked. EOTN did not add any new professions Utopia could have done this, and we would have been able to get a wider vairety of skills. I think that they need to rethink Utopia, if they dont add it to GW then add it to GW2 the. Plus something like the chronokancer would have been a very cool profession to add to what we have now. hopefully they will rethink this and add it to GW or GW2 or at least something similar.
b1e95dc632