This is the description of the old Idle dialogue plugin.
"No, don't eat the skin, for gods sake. You don't know where it's been."
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.
v1.1: found a flaw in the scripting that didn't happen before the latest version and two wrong voice files.
v1.2: All of Tribunal's voiced Dialogue integrated. (Over 700 lines of dialogue)
v1.3: Released for Morroblivion v66+ includes worldspace header fix
Enjoy
Thanks Brainslasher
Noting in here to Effect Digital Dialogue. Voice files.
Ooops, I just realized I made a mistake with the folder structure. The folder "Idle Dialogue.esp" must obviously go into data/sound/voice/, not data/sound/
Honestly, I only asked yesterday if you have it done :P
I didn't mean for you to take it seriously and finish it in a day :P
Anyway, good work as usual :D(gotta love bloodmoon)
Lol, I did for myself as well. Besides, I was surprised by how fast it went.
Yea I know, but amazing work anyway
Added to Mod List under 'Voiced Dialogue' category.
Uploaded the pretty much completed version
Do you take out Idle Dialogue V1.13 of the Original orReplace it with this 1, will they work together
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.
Thanks just Checking Still Renamed it to Morroblivion - Idle Dialogue it looks for Master if Morrowind_ob not Activated
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.
Now also with Tribunal's dialogue. I recommend using this when playing the Tribunal questlines because it adds a lot of personality to many characters. You can safely delete older versions of this.
Damn, that's a lot of dialogue lines.
Is there any chance you'll update the Voiced Greetings mod as well? :)
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.
You can add new lines to 'Idle' topic if you want, but I'd prefer if you didn't include the scripting to minimize conflicts with other mods with similar feature.
Speaking of Idle lines, it wasn't necessary to put condition checks on all individual lines from Oblivion.esm - adding a condition to 'Generic' quest would've been enough.
Yeah, I've thought of that. Gecko renames voicefiles automatically when merging into master. Not sure about merging 2 plugins, but I think it should work.
qwertyasdfgh wrote:
Okay, I'll take a closer look at it and if necessary will just start the Vanilla dialogue all over. It's easier to work with the orginial order of lines anyway.
qwertyasdfgh wrote:
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.
http://www.mediafire.com/?uuddm3rfgc611ou
There is no .nif with Animated Water yet, can we use Blue Water for the Moment, in Clip with no Lighting on. in Link
Updated to a (hopefully) completed version.
Amazing. Simply amazing :)
So, does this have everything what's in the old Morrowind_ob - Conversation.esp and can it be replaced?
Can you please upload it somewhere else? Mega doesn't let me download anymore.
I use this mod and it doesn't seem to check for 'no rumors' flag.
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.
qwertyasdfgh wrote:
I'll look for another host, I can't upload it here, the upload just gets cancelled.
I put it on Mediafire you want the link
http://www.mediafire.com/download/d7vt2o0p687qnsq/MorroObConversation.rar
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.
Small question: in IAGlocationscript script you have an inskaalvillage variable. Where is it used?
qwertyasdfgh wrote:
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.
What does this mod do exactly? add voices to morroblivion?
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.
Installed it and tried it out, it is deff a must have! this should be in base lol.
Indeed, it should be merged in main file.
Awesome work.
After a long time an update! Here's a list of what it does:
-Stops the inhabitants of Vvardenfell from calling each other outlander
-moved a few lines regarding factions from Mournhold to Vvardenfell, so you'll hear them more often
-Added dialogue for a Mournhold ghost and muted Karrod
-replaced GetDiseased with an actually working method
-many other condition fixes
Download from here
Enjoy
Thank you for sharing, Brainslasher!
Best regards,
Jessica
Thanks!
Hi,
I can't find any working Link to Version 1.2 of this really great mod. The one in the top post does not work, and the last one only leads to 1.1. Could you upload it somewhere else?
Best Regards,
Authchir
thought current version was on Posting dated 07\12\2014 , 4 Above
In the "Hidden Text" included in the first post, the current version is referred to as "1.2". The file from the post on 07/12/2014 is named "Version 1.1", so I thought it might be older. (?)
Can't download it: The file you are trying to download is no longer available
Is there a new link?
Link above works for me.
That's odd, for me it is also no longer available.
Who I follow the link to me appears so. link_not_found.jpg
In Brainslasher Post before asteriasennall I can download the 1.1 Conversation.
The current version is 1.2 but I believe or am I wrong here?
Greeting
https://mega.co.nz/#!jABF3QIS!L36lEuuAJK0IxH4WunqT9BGrPUeoIRL9bFtiPxuyab0
Link for Version 1.1
Original version File Date inside Archive is Dated 2013\12\05...
File Date inside Version 1.1 2014\07\11.
So unless Brainslashers say so the 1.1 Version is the Latest Version,
Original Version was MorroOblivionConversation.rar.
Second Release Morrowind_ob_ConversationUpdate.rar
Then Morrowind_ob_Conversation 1.1.rar
do not remember ever seeing a Version 1.2
That's what the hidden text in the starting post.
That's why I'm confused that it was supposed to be a version 1.2.
Greeting
I think there's just some confusion with version numbering. Brainslasher's last post in this thread should be the latest version.
Okay, that works for me :-)
Ok, the Link from roxon_55 works. Thanks.
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.
Thanks for the clarification.
Greeting
Magnificent job. Many thanks xD
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"?
Feel free to modify this in any way you wish. Maybe the changes could even be incorporated into the main mod.
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.
Hello,
I installed Morroblivion today and it all works fine but even tho I added his Mod here, I don't have any voices or remarks by the NPCs.
It's loaded after the main files and it should all work but I just don't hear any sounds for some reason...
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