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Brainslasher
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[REL] Morrowind_ob - Conversation - Complete



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:

 

  • Your health
  • If you're diseased
  • If you're a vampire
  • your faction relation
  • Your gender
  • Your race
  • What you're wearing
  • If you're wearing nothing at all
  • If you finished the main quest.
  • Your fame
  • Your bounty
  • What city you're in
  • the weather

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.

v1.3 for Morroblivion v66 (Google Drive)

Edited by: DaggerfallTeam on 02/20/2023 - 18:43
roxon_55
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Thanks Brainslasher Noting in

Thanks Brainslasher

Noting in here to Effect Digital Dialogue. Voice files.

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Ooops, I just realized I made

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/

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Honestly, I only asked

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)

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Lol, I did for myself as

Lol, I did for myself as well. Besides, I was surprised by how fast it went.

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Yea I know, but amazing work

Yea I know, but amazing work anyway

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Added to Mod List under

Added to Mod List under 'Voiced Dialogue' category.

Brainslasher
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Uploaded the pretty much

Uploaded the pretty much completed version

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Do you take out Idle Dialogue

Do you take out Idle Dialogue V1.13 of the Original orReplace it with this 1, will they work together

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You can safely replace the

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. 

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Thanks just Checking Still

Thanks just Checking Still Renamed it to Morroblivion - Idle Dialogue  it looks for Master if Morrowind_ob not Activated

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Make sure to load it after

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.

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Now also with Tribunal's

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.

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Damn, that's a lot of

Damn, that's a lot of dialogue lines.

Is there any chance you'll update the Voiced Greetings mod as well? :)

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That's actually something I

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.

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Yes, Khajiit, Nords and

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.

Should I incorporate the idle ability into it as well?

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.

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.

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.

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qwertyasdfgh wrote: Yes,

qwertyasdfgh wrote:

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.

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:

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.

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.

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http://www.mediafire.com/?uud

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

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Updated to a (hopefully)

Updated to a (hopefully) completed version.

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Amazing. Simply amazing So,

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.

Removing it and using the plugin seperately 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 use this mod and it doesn't seem to check for 'no rumors' flag.

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Yes, it still has all the

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:

Can you please upload it somewhere else? Mega doesn't let me download anymore. 

I'll look for another host, I can't upload it here, the upload just gets cancelled. 

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I put it on Mediafire you
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Many thanks, Roxon, this is

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.

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Binary Data Morrowind_ob%20-%20Conversation.esp954.29 KB
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Small question:

Small question: in IAGlocationscript script you have an inskaalvillage variable. Where is it used?

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qwertyasdfgh wrote: Small

qwertyasdfgh wrote:

Small question: in IAGlocationscript script you have an inskaalvillage variable. Where is it used?

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.

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What does this mod do exactly

What does this mod do exactly? add voices to morroblivion?

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It adds all the voice files

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.

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Installed it and tried it out

Installed it and tried it out, it is deff a must have! this should be in base lol.

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Indeed, it should be merged

Indeed, it should be merged in main file.

Awesome work.

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After a long time an update!

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

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Thank you for sharing,

Thank you for sharing, Brainslasher!

Best regards,

Jessica

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Thanks!

Thanks!

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Hi,

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

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thought current version was

thought current version was on Posting dated 07\12\2014  , 4 Above

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In the "Hidden Text" included

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. (?)

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Can't download it: The file

Can't download it: The file you are trying to download is no longer available 

Is there a new link?

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Link above works for me.

Link above works for me.

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That's odd, for me it is also

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

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https://mega.co.nz/#!jABF3QIS

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

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New version 1.1: found a flaw

New version 1.1: found a flaw in the scripting that didn't happen before the latest version and two wrong voice files. 

New Version 1.2: All of Tribunal's voiced Dialogue integrated. (Over 700 lines of dialogue)

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

 

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I think there's just some

I think there's just some confusion with version numbering. Brainslasher's last post in this thread should be the latest version.

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Okay, that works for me :-)

Okay, that works for me :-)

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Ok, the Link from roxon_55

Ok, the Link from roxon_55 works. Thanks.

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Sorry for the confusion, the

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.

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Thanks for the clarification.

Thanks for the clarification.

Greeting

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Magnificent job. Many thanks

Magnificent job. Many thanks xD

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This is awesome, but

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"?

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Feel free to modify this in

Feel free to modify this in any way you wish. Maybe the changes could even be incorporated into the main mod.

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Here's my personal version of

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).

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Uploaded the newest version

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.

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Hello,

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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