So I had previously gotten this working before I started Mod Organizer from scratch but now it doesnt seem to work, or even show up on my plugins on the right side of MO. In fact when I download the zip at Nexus the .ini file seems to be missing from the SKSE folder every time.
Im running UFO and Convenient Horses, but I heard to reduce bugs down the line its a good idea to disable UFOs Follower horses feature, instead relying on Convenient Horses. To do that I have to go talk to Skulvar at Whiterun Stables. The problem arrives when I talk to him theres no dialogue, which i thought Fuz Ro Doh was supposed to handle by adding subtitles, given the silent voices? I tried reinstalling, and creating the .ini file by hand, as was suggested here by NordusCursorius.
Got an update
it looks like the Fuz Ro Doh files I installed from archive are overwriting the ones in my data folder. So....if I remove Fuz Ro Doh from MOs list by right clicking, it should stop overwriting the version from my data folder and thus function? Heres what it looks like
Im not quite sure I understand what I would do in this instance since i extracted the Fuz ro doh files to my common/skyrim/data folder where the instructions say it should go. But what I am guessing is that if I delete my overwrite folder Mod organizer should pick up the identical archive version, that sound about right?
I THINK the problem is I installed it once by copying and pasting Fuz Ro Doh plugin and voice files to my common/skyrim/data then installed it again through MOs top left archive installation. The reason was because skyrim wasnt detecting the mod so I thought reinstalling would fix. The reason it wasnt was because at the time I didnt know the download wasnt generating the .ini file which I later made like so:
1. While in Mod Organizer, right-click the Fuz Ro D-oh mod on the left-hand side
2. Select the menu option Open in explorer
3. Within the new window, navigate into the SKSE\Plugins folder
4. Right-click within the folder and select the menu option New > Text Document
Name the file Fuz Ro D'oh.ini
5. Open the new file and copy the below contents, pasting them into the file
[General]
WordsPerSecondSilence=2
6. Save and close the file
Im just really lost right now since I cant get the mod to work. Unvoiced dialogue generates no subtitles =/ Would appreciate any insight from someone who fixed this issue
Hm well I ended up deleting them and the game still provided lip syncing but no text. As I said Im talking to skulvar of whiterun stables and clicking "you know" and disabling UFOs horse services in favor of convenient horses mod. Is it possible that UFO doesnt offer dialogue with fuz ro doh? I find it hard to believe given how popular it is...
I also tried removing the mod from MO by right clicking and even installed from archive again now that the files in data folder have been deleted, but unlike SKYTEST and Interesting NPCs which I also installed through archive it doesnt even show up on my load order at the bottom right of mod organizer. Sure enough no dialogue again
Long story short: I want to edit certain subtitles to certain dialogues so that they'll appear differently based on the player character's gender. To do that, I used TES5Edit to find some dialogues with Brynjolf, since he refers to the player as "lad" or "lass", depending on their gender. And here's what I found:
So, first, I created a new, female character and played the intro until that point where Alduin breaks a tower with his head and you have to jump to a burning house right in front of the hole to proceed. Soon after, Hadvar appears and says something like "Still alive, prisoner? Keep close if you want to stay that way". This line was my target of practice. I wanted to see if I could change the subtitle to appear different based on the player's gender. So I went and found that same line in TES5Edit as well:
Its inside its own dialogue branch. So what I thought I could do, was duplicate it, change the text of the second one, and then apply the gender condition in each one of them, male and female respectively (all of this in a new .esp, of course). Pretty much the same thing as it was with Brynjolf's dialogue (and yes, I remembered to change the number of "responses" in the dialogue header from 1 to 2). Thing is, this is glitching the dialogue. When I get to the point he should say that, he just says nothing at all, and just stands there, and my game is soft-locked because I can't proceed. At first I thought that, once the first condition (being male) wasn't met, the game just... Didn't know what to do, and couldn't proceed. So I inverted the conditions, making it so that the first (and original) dialogue just required you to be female to start. Aaaand... Same result. Hadvar just stood there. Then I thought "well, maybe it works differently for dialogues that don't lock the player in place, and are just being said sporadically as the player walks by". So I found another, different dialogue, right at the start of the game, where Hadvar says something to you depending on your race. This is what I found:
Condition is slightly different, but still something related to the player, so I tried this one isteand, using "GetPCIsSex" istead of the "GetIsSex", and the rest was just like the one in the screenshot above. Aaaand... Same soft-lock. I don't know what exactly is causing this or why this isn't working, since I'm literally just altering the text, as far as I know. I thought that I was accidentally messing with the dialogue's ID, and then it wasn't being recognized by the game to be played at that time, but if I remove the condition and just change the subtitle, it plays out normally (with the edited subtitle). Pls, help!
Your theory is correct, but you really should be using the Creation Kit for this. Doing it through xedit is unnecessarily complicating things. You can find that same line in the CK and add the condition to it and it will work as expected. Here's an example from one of my mods where I did the same thing.
Well... I'll try that with that one line and see how it goes, but... Do you know why exactly mine from xEdit didn't work as intended? :/ Considering I'll have to do this with a TON of subtitles in the game (I'm working on a translation mod), I didn't really want to rely on CK all the time, the interface is too cluttered with stuff I don't need for this kind of work, and it runs a bit slow on my computer. But still, while we're on the matter: Are those other conditions related to the gender thing as well? Or I just need the GetPCIsSex one?
I'm not sure what's causing your particular issue in xedit, but generally this kind of thing should be done in the CK. I have a feeling something stemming from how you're trying to edit it is causing this, and that would be negated by just cracking open the CK and doing it there, though I can understand your trepidation.
What could maybe save you some time is doing your work in the Player Dialogues tab instead of in Dialogue Views, since you most likely don't have the xml files to make them look nice. What I would do in this situation is use the find function to locate your particular lines, under edit > Find Text.
And no, those other conditions don't matter for you, they are related to my quest. Although, GetIsID is a way to make sure that only a specific actor is the one saying a line, though there are other ways to accomplish this.
I did exactly as you said, re-did all the gender thing process using the CK instead, and it was still soft-locking. I did some testing and apparently it isn't an issue with the conditions themselves, its an issue with the game not knowing how to proceed once the initial condition isn't met. When I invert the conditions and put the female subtitle first, it plays out normally. But when male comes first... Yeah, soft-locks again. I tested this with Hadvar's next line as well, and it was the same. If I put the "check if male" condition first, it screws up. I'm super tired, I literally spent the last 3 to 4 hours trying to figure this out with your tips, but I'm done for today. Tomorrow I'll explain what I did with more detail, too tired for it right now, but basically, I did everything right (because it looked very similar to the race specific dialogue in the beginning, at least from a Creation Kit point of view), and it still wasn't working. Can you give me a screenshot of your condition? Like, left click them, and show me the values and stuff. Maybe a screenshot of the entire window or something, might spot something I'm missing.
Also, keep in mind this is a line categorized as a "Scene", which means its dialogue that plays out regardless of player action (you just need to be close to trigger it, of course). The race specific commentary in the beginning is a scene as well, btw.
Can you spot any visible differences? I sure as hell can't and I'm getting more and more stressed about this. There's no logic reason as to why this isn't working. Its exactly like the one from the main game itself. There's no explanation, at all.
Quite a lot, actually. But I don't think its conflicting with anything, the only mod I'm using is the USLEEP (which is in fact a requirement for the translation). or else other condition specific dialogue (aka the race commentary) would be bugged as well. Anyways, I'll try creating a new .esp and see how it goes, thanks :b
- As others have said, they are likely to conflicts with other mods. Dialogue records can be often edited by mods, so if you add the records according to player's gender, such mods will not work for a particular gender or will overwrite dialogue conditions that you modified, so you will need to make compatibility patches for every single mods.
- Besides, NPC voice files are associated with dialogue records with file names that have certain rules. If you want to separate the dialogue records, you will also need to rename and copy these voice files. Otherwise the dialogue will be silent.
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