About this mod
Do you love the ridiculous conversations NPCs have in this game? Ever wanted to take part in the madness yourself for maximum immersion purposes? Your immersion will be off the charts or your money back!!! (in Thadon's voice, "which is to say... none")
- Permissions and credits
by thejazzcat117
Do you love the ridiculous randomized conversations NPCs have in this beloved game? Want to know the latest news from the other parts of Tamriel? Then this is the mod for you!
This mod adds dialogue options to begin randomized conversations with NPCs, with special unique choices if the Player is in a certain city. Cities with unique/special dialogue options are the Imperial City, Anvil, Bravil, Bruma, Cheydinhal, Skingrad, and Leyawiin.
Including:
To begin: Speak with any NPC in the game. After selecting "Start dialogue" or "How are you?", select "Question." Other options in the main submenu are described below...
Submenu: The Submenu can be entered via any normal dialogue with any NPC. Select, "Start Dialogue" or "How are you?" to begin randomized dialogue with an NPC. Imperials and special NPCs (for you to discover, many secret special dialogue options) in EVERY city will have unique NQD Dialogue" Responses (more below).
NEW: Blades Conversation: If the player opts to join the blades during the main quest, a new "Blades Conversation" tab will open with each blade that can be talked to. These are the exact blades conversations that occur between NPCs in the game, fully voiced, merely integrated for the player. (seriously, why wasn't this in the base game?)
NEW: Dark Brotherhood Conversation: Discuss all the latest antics of your last contract... or their's! Exactly like it is in vanilla, now each Dark Brotherhood member can discuss contracts with you.
NEW: Over 200+ newly integrated lines of vanilla dialogue!!! Now the player can expand dialogue options beyond current events and creature responses. Now, Shivering Isles NPCs will have their own unique dialogue options. Also, hundreds of new City-specific dialogue options for you to discover, including quest-specific conversations with Glarthir and "Paranoia," Delphine, Erthor's disappearance, and MANY more!!!)
NEW: "How are you?" and "Good to hear, I'm doing good too:" Now reworded to be more immersive, these dialogue options allow for more "natural" feeling conversations with NPCs.
NEW: "Hm, that is interesting" (NeutralReceive): Moves the conversation forward or backward depending on context. Dialogue option included and changed to be more immersive :)
Research Inquiry/Discussing Research 1-4 (aka, Magetalk 1-5): Now FULLY FUNCITONAL, discuss recent research findings and their implications on various schools of magic. Compatibile now with tons of NPCs throughout the Mages Guild. NPCs available to discuss research include: Raminus Polus, Orintur, Julienne Fanis, Felen Relas, Delphine Jend, Contumeliorus Florius, Athragar, Angalmo, Agata, Sulinus Vassinus, and Adrienne Berene. Basically, in every city's Mages Guild, there is at least one NPC that will discuss research with you :)
"Any thoughts on the Oblivion Crisis?" (TamrielGateResponses): Discuss the recent Oblivion Crisis/gates spawning throughout Cyrodiil. Note, some NPCs are sick of hearing about it and will reply with, "nothing I'd like to talk about." Still, varies by NPC and race. :)
Question: In certain cities, leads to NQD responses. For most NPCs, links to Current Events or Creature Responses. The Heart of the Player Random Conversation System Submenu.
Current Events Responses: Think Rumors on steroids. “What’s the news from the other parts of Tamriel?” “I’ve heard that Syndicates of Wizards have led a boycott of Imperial goods, in the land of the Altmer.” “I’ve heard that slavery has beenabolished in Morrowind, House Dres…” etc etc.
Creature Responses: “I’ve heard there’s some Goblins around here recently, awful creatures.” “I saw some Mudcrabs out by the water recently, I steered clear of them! ;)” etc etc.
City Dialogue Options (now titled "Skingrad/Anvil/etc. Dialogue Responses): UNIQUE (NQD) dialogue responses in small talk within cities. Each responses is specific to the city. “Have you ever shopped at Edgar’s Discount Spells?” “…if there’s one thing you shouldn’t skimp on, it spells.” “Have you spoken with Samuel Bantien recently?” "Yes, the West Weald is a nice place. Just stay away from Erina when she's in a mood. And MANY MANY more, seriously, there are hundreds now to find in this mod :D
"Good to hear, I'm doing good too" (FollowupPositive): Newly changed to be more immersive. Used to transition, and to have the NPC say that they’re good or say “that’s not bad”, etc etc.
"Goodbye": Ends conversation system submenu
Mod requirements: NONE. But, I highly recommend QZ's Easy Menus and/or any other dialogue line to reduce the UI. For maximum immersion, turn subtitles off. :)
Note: Only some NPCs will have different dialogue, mostly *Imperial* NPCs/Guards, both male/female. If the NPC does NOT have unique dialogue, then they will talk about CurrentEvents or CreatureResponses. In Bravil, the Imperial City. and Chorrol, ALL IMPERIAL male and females will have unique (NQD) Question dialogue responses.
Modder's Note: If anyone is knowledgeable of the CK and is willing to help with this project, I would love some assistance. Mainly, to figure out how to change each dialogue line in the NQD/City Dialogue responses section, can send the code and all. Shoot me an email if interested! Yes, it will pay $$$ (of course) This is still relevant! I would give my left kidney to have the Player be able to speak back as well, haha.
[email protected]
Compatibility: This mod does not change any existing scripts of the game. It functions entirely within the dialogue and faction systems built into TES IV Oblivion. I have tested this file with several dialogue and Mages Guild/Gameplay-altering mods,
it does not conflict with any of the following (or likely anything, this mod is EXTREMELY compatibile): Does not conflict with OOO, Maskar's Oblivion Overhaul, Unofficial Patch, Pluggy, Realistic Dialogue Overhaul, Origin of the Mages Guild,
Mannimarco Revisited, etc. etc.
CHANGELOG:
Revamp, v3.0
-Fixed/reworded dialogue options to be more immersive, including "Hm, that is interesting," "Good to hear, I'm doing good too.", etc.
-Fixed bugs (sorry for not replying on original mod page college has been nuts), including some getting stuck in the menu with repeated options and having player speak lines accidentally.
-Added more NPCs to the Mage Conversation Guild, including the Mohawk scholar (the only one that will speak to the player)
-Added Goodbye as an option in the middle of Current Events Responses, in case the Player needs to exit.
-Added Dark Brotherhood Conversations
-Added Blades Conversations
-More than DOUBLED available lines in dialogue, including new City Responses in every city, new Research responses, new race-specific dialogue, etc.
v2.0
- Changed dialogue options to be as immersive as possible.
- Made spacing more immersive, now with all dialogue menu options
- Fixed BookResponses bug, now the Player can exit the submenu at any time by pressing "Goodbye."
NOTE: Creature Responses can occasionally briefly loop dialogue choices, this is being fixed currently for v2.5... It will get to the Goodbye option after 2-3 more tries. Highly recommend the mod QZ Easy Menus.
This allows the spacebar to exit all dialogue/other menus if pressed, only a temporary fix.
- Removed SurpriseReceive (only used to enter submenu, duplicate not needed)
- Fixed minor bugs
v1.25:
Added BookResponses
Added TamrielGateResponses
Added Research Discussion with various Mages Guild NPCs.
Added SurpriseRecieve
Disposition now affects responses from NPCs, now even potentially not opening the submenu (if the NPC really doesn't like you)
Fixed spacing in dialogue menu and made capitalization less aggressive
Removed Idle Dialogue feature (too buggy)
Removed minor bug with [engage] feature (Still, do NOT use).
Added Mages Conv Guild NPCs to list