About this mod
Uses carefully spliced and re-purposed dialogue to allow the citizens of Morthal to interact with each another. Along with giving more immersive schedules to the inhabitants, it also expands the skills and backstories of Benor, Eisa Blackthorn, Valdimar, Erandur, and to a slightly lesser extent, Meeko. Includes around 173 conversation scenes.
- Requirements
- Permissions and credits
- Changelogs
Denizens of Morthal is a dialogue and character expansion for the residents of the hold capital Morthal. It changes the schedules of the characters and allows them to converse with each other. It also acts as an overhaul for characters with ties to the area, namely Benor, Erandur, Valdimar, Eisa Blackthorn and Meeko.
This mod adds around 173 carefully spliced and synth-free NPC-to-NPC conversations. Most of these take place in Morthal, but some conversations are for specific characters to converse with each other (usually involving Benor, Eisa, Valdimar and Erandur), and their connections to other people in different locations, so be sure to take those four on your travels!
Some of the dialogue in action:
A testimonial courtesy of SoftGaming--it starts around 3 minutes in:
A testimonial courtesy of Bards College Graduate--it starts around 8 minutes & 11 seconds in:

Deeper Details:
If you are curious about anything in particular, the Articles section contains information about the following topics:
Edited Locations List
Skill Changes
Story Enhancements
Schedule Alterations
Dialogue Particulars
For Best Results:
I urge you to install Denizens before you begin a new game. Since it edits NPCs (especially their schedules), includes a couple of Start Game Enabled quests, and adds a few objects here and there (be sure to peruse the Edited Locations List linked to under the Deeper Details section), Denizens is not a mod to be installed if you are already in the process of playing a game.
In addition, use the EZ2c Dialogue Menu, or if you cannot find it, get the Minimal Oblivion Dialogue Menu instead.
Why?
Denizens' dialogue is uncapped. This means that many of the dialogue responses exceed the default letter limit put in place by Bethesda for both the Player and NPC responses (meaning that the responses tend to be longer and more detailed). The latter (for NPC responses) should not cause trouble, but depending on what other dialogue mods you have installed (and the length of their own responses) some of the Player's dialogue may only show up sporadically. Using one of the mods listed above should help mitigate the issue.
Make sense? If not, that's okay! Click this article if want an example.

Required Mods:
Denizens requires no master files at this time. However, if you wish to be able to recruit Eisa as a follower, you will need a mod like Relationship Dialogue Overhaul to affect this.
If you use RDO, make sure to load Denizens below it. I am slowly crafting my own personal dialogue overhaul mod, but I dare not speculate on when--or even if--it will be made available.
Denizens was originally created using the Unofficial Skyrim Legendary Edition Patch (USLEP). Though it no longer requires it as a master file, it incorporates several changes from the patch for similarly edited sections in the Creation Kit. It also includes a few scripts and NPC packages to keep it compatible and to avoid breaking any fixes. For this, I thank the Unofficial Patch Team for the understanding clauses in their permissions that allow this to take place.
Please note that though Meeko has two conversations with Benor, that this mod does not make any changes to how often Meeko barks. You can still use other mods to reduce barking.If you use a mod that changes how dogs sound when barking, just remember that Meeko's custom conversations were made with the vanilla-game dog sounds.
Patches, Load-Order & Known Issues:
It is inevitable that Denizens will edit characters and locations touched on by other mods. If you wish to make a compatibility patch for the characters or any areas that I have edited that present conflicts, then please feel free to do so. Please take a look at the Permissions tab for further details. I would hope the fact that I am very pro-patch is quite clear by now. If you prefer another creator's interpretation of any of the characters that I have edited or expanded, then you are more than welcome to create a patch to block out my dialogue additions.
If you want to help make more patches a reality, then Endorse the mod and spread the word. Trust me on this--once the Denizens of Hjaalmarch hits, patch creators will definitely be needed.
The following spoiler will direct you to the patches I actually know about:
The following spoiler will lead to information about arranging your Load-Order:
If you are running any Civil War related mods, check your load order with xEdit. Denizens ticks the box to allow conversations between certain guards, and consequently, that may cause a conflict with certain CW mods. Solution: If possible, load your CW mods below Denizens, and make sure to forward the Conversations flag for any AI Packages that show up as problematic.
If you have any appearance overhauls running, you will need to forward Denizens' changes through, especially the AI Packages.
The following spoiler will explain why this mod edits NPC Appearances:
I also went on a lengthy and somewhat nerve-racking permission gathering spree for Denizens (and even its sibling mod, because I like to plan far ahead and do not appreciate being blind-sighted when creators vanish without a trace), so availing myself to those hard-won permissions is very much on my priority list.
I intend to keep my deliberate appearance changes limited strictly to Anchor Characters as much as possible, though, which is a role that Benor and the other three fill with aplomb. If you decide to keep Denizens' deliberate appearance changes, they will use whatever skin you have installed, so there is no need to worry about anything funky happening in that direction. For the skin shown in the screenshots, the men use Vitruvia and the women use Bejin, albeit with a customized face texture (every lady having the exact same configuration of moles on their faces really started to weird me out.)
The following spoiler will talk about Known Issues:
Eisa may become stuck in Sibbi's jail cell in Riften. I really have no idea why she sometimes teleports in there. She should catch up with you once you leave the prison, though.
Conversations involving more than two NPCs behave differently. The first two actors who interact with each other seem to do just fine, but the other actors involved in the same conversation make take part in it from afar, or be moving about while interacting with the others at some distance. This is also visible in vanilla dialogue scenes, such as the one in the Blue Palace that involves Falk Firebeard, Bryling and Sybille Stentor, where the first two will speak in the main chamber of the palace, but Sybille will chime in while sleeping on her bed--her replies hardly audible. I am still looking into ways to prevent this from happening.
No one is talking. This is a vanilla game issue. NPCs simply won't speak to each other. It may have something to do with the growing size of a save file or just due to Skyrim being Skyrim. It can start up again without any warning. My advice is to just lose yourself in the game and let it come back naturally, though sometimes Waiting or relaunching the game to re-load a save file can kick it back into gear. (I had such a glorious time trying to test new dialogue with this. Yes, that was sarcasm.)
Lore notice: I had to make an educated guess as to when the news of Torygg's death reached Morthal.
Role-play notice: The player mentions escaping Helgen during the introduction to Valdimar. This will no longer be an issue once the Hjaalmarch Edition releases.
If you are running Immersive Citizens, you might wish to disable the weather modules for the Hjaalmarch and Pale areas. Otherwise, you might be wondering why no one ever seems to leave their homes.

Future Plans:
As of late January 2024, all of my attention is focused on Denizens of Hjaalmarch, which started off as a simple update to Denizens of Morthal, but grew so much that it will in fact be a new release. Stay tuned for news about it, because DoH is a bit more ambitious than DoM--which is why I will keep DoM available even after DoH releases.
There is also a sibling mod in the works called Kindred Spirits, which will (to save esp slots) cover the other eight holds of Skyrim (including the island where Castle Volkihar is located), and Solstheim.
Mod Credits:
Lollia - Thalassophobic Pisces on a mission--and also the mod author.
Aesthetics Credits:
Cover Picture: Inferna-assassin also known as Victor Harrington. The whole of the Morthal logo and background is his, I only added the words. You can find more of his work right here.
Raw File Credits:
Eisa's hair is from KS Hairdos - Renewal by Kalilies, Shocky & Stealthic Khaos
Erandur's eyes are from Improved Eyes Skyrim by MissJennabee & Nazenn
The eyes of Benor, Valdimar and Eisa are from The Eyes of Beauty by Gabriel Mailhot, also known as LogRaam
The Environment Map used for all eyes is from Improved Eye Reflections and Cube Map by FadingSignal
The Normal Map used for all eyes is from Eye Normal Map Fix by MrDave
Head Mesh and Facetint Credits:
Enhanced Female Head Mesh by DomainWolf
Eisa's Warpaint is from Xenius Character Enhancement Complete by Xenius
Upper Eyeshadow (Eisa) is from Kai's Makeup and Warpaints by XarathosHawke
Lips (Eisa) are from Stoja's Warpaints by Veeblix
Age/Rough Complexions for the Men are from Vitruvia by Mandragorasprouts
All Other Face-Related Tints are from Vanilla Makeup HD by DomainWolf
Special Thanks to:
Notovny, whose kind deed many years ago led me to learn about audio extraction.
Tasheni, who was the savior of my sanity on more than one occasion.
Rallyeator, who listened to my impassioned rambling with commendable fortitude.
Pandorable, who generously shared her knowledge and answered my many questions.
SirJesto, who is so knowledgeable about esps that he is surely a disciple of Hermaeus Mora.
Cuyima, for delving fearlessly into into the craziness of SSE and saving Eisa's face. Literally.
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