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This page was last updated on 06 November 2021, 11:33PM
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-
-
Version 2.0
- Please refer to the ReadMe tab for complete changes in v2.0. Also the Changes and Fixes text file included with the main download has the same changes.
To quickly find the changes in v2.0 in the ReadMe tab, simply press the keys Ctrl+F4 to open the search field, and then type v2.0 and it will take you to the section for all changes in v2.0.
- Please refer to the ReadMe tab for complete changes in v2.0. Also the Changes and Fixes text file included with the main download has the same changes.
-
Version 1.3
- *###############################################################################################################*
; v1.3 Changes/Fixes:
*###############################################################################################################*
*==============================================*
Undocumented Changes/Fixes From v1.2
*==============================================*
{A number of changes in v1.2 were accidentally deleted from the documentation, hopefully this is all of them.}
- There is a new page available in the MCM
---- This page has several options:
- Control the minimum greeting distance for NPCs (Making "No NPC Greetings" obsolete).
- Control the distance NPCs start head-tracking other NPCs and the player.
- Adjust the value of items friends, confidants, allies, and lovers let you take for free.
- Option for those using Skyrim Unbound and don't want to hear any Dragonborn dialogue added by RDO until meeting the Greybeards.
(This option will enabled automatically if Skyrim Unbound is detected upon loading)
- Fixed the relationship rank option in the MCM to be used on any Actor instead only those using RDO voices.
- Non-unique NPCs can be recruited as followers and/or married. The will be a warning message every time you want to make a non-unique NPC into a follower or spouse to inform you of the potential problems.
---- I will not be providing support for issues with non-unique NPCs.
- Two idle markers in-front of the fishmongers market stand (Addvar or Greta) in Solitude were marked as owned by Jala's merchant faction causing NPCs to not use them.
---- The ownership has been removed from these markers so NPCs can use them just like the other idle markers in the market area.
- Valerica has had spell tweaks to match her status as a powerful vampire.
- (I found that when having Serana and Valerica fight against each other, Serana was usually the winner, even though Valerica is supposed to more powerful)
---- Her Conjure Dremora Lord spell exchanged for a Conjure Gargoyle Sentinel.
---- This is to help with the notion that Valerica is fascinated with Gargoyles. And so she's not stuck a level 13 Gargoyle to summon for the entire game.
---- The Gargoyle Sentinel starts out at level 25 and maxes out at 100. She will begin using it once her conjuration skill reaches level 50.
---- She also has a new Vampiric Drain spell that behaves very similarly to the same spell used as a Vampire Lord.
- Isran has had a new Alteration spell added that has the effects of Stoneflesh and Grand Healing.
- Gelebor has had a new spell added that is a more powerful version of his custom Sun Fire spell to make it more viable against high-level enemies.
---- But, without any increased magicka points from his actor base, casting this spell once will drain almost all his magicka.
- Isran, Gelebor, and Valerica now have an option to change their follower distance when recruited through RDO. They can follow you at close, medium, and far distances. The distance can be changed through a new dialogue option while they're following you.
- The following unique voices types: Vex, Serana, Bryjolf, and Karliah now provide the necessary follower dialogue for any NPC with that voice type with out condition limitations, which made much more difficult for NPCs that weren't those 4 specific characters to use the dialogue.
- Terek, an existing but never implemented NPC, has been restored and can be found in Breezehome. He'll only appear if you have not been to Breezehome home after purchasing it, or if you haven't even purchased Breezehome.
---- He has his own lines of dialogue like the other citizens of Whiterun.
- You can now complete Grelka's quest by paying her off, but you won't get all the rewards available. This method of completing her quest can only be done if you've not agreed to help her.
---- Added a additional reward for both ways of completing her favor. A cuirass with its own unique enchantment.
- The encounter (WEDL12 "Bitten by a vampire") would never use a hunter with the MaleCommonerAccented voice type, despite this voice type having fully voiced responses for this encounter, because none existed in the leveled list used for the alias.
---- A hunter using the MaleCommonerAccented voice type has been created and will added to the hunters leveled list upon launch.
- Added 5 new followers to world, that use non-vanilla follower voices.
- (To avoid overwriting additional cell records, which happens by default when you place NPCs into a vanilla cell, all of these followers will start out inside the Winking Skeever in Solitude)
- (Their packages will be processed and they'll start dispersing to their package locations. But if you start a new game with a mod like Alterate Start, and begin in the Winking Skeever, you'll see all of these followers there until they exit to go to their correct package locations).
- All start at level 2 and have no level cap.
- All have the Light Foot perk, for those not using another mod to prevent followers from setting off traps.
---- Female Followers:
- Nubaree (Argonian) -> Found in Riften
- Voice Type: FemaleArgonian
- Class: Custom Class
- Primary Skills: Restoration, Alteration, Light Armor
- Secondary Skills: One Handed, Sneak, Conjuration, Destruction
- Combat Style: csSpellsword (Vanilla)
- Aggression: Unaggressive
- Confidence: Foolhardy
- Crime: Any Crime:
- Assistance: Helps Friends and Allies
- Razita (Khajiit) -> A member of the caravan lead by Ri'saad. (Warning!: She will not be happy if you attack other members of the caravan)
- Voice Type: FemaleKhajiit
- Class: Custom Class
- Primary Skills: Sneak, Light Armor, One Handed, Archery
- Secondary Skills: Block
- Combat Style: Custom (Will use Melee and Ranged weapons, but will use her fists if you take away all her weapons. She can dual-wield one handed weapons.)
- Aggression: Unaggressive
- Confidence: Foolhardy
- Crime: Any Crime
- Assistance: Helps Friends and Allies
---- Male Followers:
- Lorion (High Elf) -> Found in Solitude
- Voice Type: MaleElfHaughty
- Class: Custom Class
- Primary Skills: Destruction, Conjuration
- Secondary Skills: Restoration, Alteration, Sneak, One Handed, Light Armor
- Combat Style: csHumanMagic (Vanilla)
- Aggression: Unaggressive
- Confidence: Foolhardy
- Crime: Any Crime
- Assistance: Helps Friends and Allies
- Saryn (Dark Elf) -> Found in Windhelm/Hlaalu Farm
- Voice Type: MaleDarkElfCynical
- Class: Custom Class
- Primary Skills: Conjuration, Destruction
- Secondary Skills: Restoration, Alteration, Sneak, One Handed, Light Armor
- Combat Style: csHumanMagic (Vanilla)
- Aggression: Unaggressive
- Confidence: Foolhardy
- Crime: Any Crime
- Assistance: Help Friends and Allies
- Dunore (Breton) -> Found in Markarth
- Voice Type: MaleCondescending
- Class: Custom Class
- Primary Skills: Conjuration, Alteration
- Secondary Skills: Sneak, Restoration, Destruction, Light Armor, One Handed
- Combat Style: Custom (Will use Melee weapons and Magic. Can dual-wield one handed weapons.)
- Aggression: Unaggressive
- Confidence: Foolhardy
- Crime: Any Crime
- Assistance: Helps Allies
- Tweaked the overall use of follower idle comments
---- The average time between comments has been lowered.
---- The chance that comments are said has been increased.
- When detecting an enemy, followers will no longer comment about you "hearing something" if the player is looking at the enemy they're detecting.
- Tweaked Serana's combat lines during the final fight against Harkon so they'll, hopefully, work a little more efficiently.
- Tweaked some of Serana's dialogue.
- All dialogue added by RDO calling the player "friend" will not be used by lover NPCs if you have the Non-Spouse Lover Dialogue option enabled.
- Added silent dialogue that will sometimes be used for certain player actions that could have constantly annoying responses.
- Fixed NPCs using greetings during certain player actions when inside a player home.
*===============================================*
Compatibility Changes/Fixes:
*===============================================*
- Improved compatibility with Open Cities
*==============================================*
RDO Changes/Fixes/New Dialogue
*==============================================*
- Fixed some follower idle comments that were being used incorrectly after attempting to make them more compatible with Open Cities.
- Added a few new follower lines for Vex or other NPCs with her voice type (FemaleUniqueVex).
*==============================================*
Restored Dialogue
*==============================================*
- Restored detection dialogue for Neloth that would never be used due to conditions trying to run on a (combat)target when this subtype, CombatToNormal, cannot be run on a (combat)target. (It can, but will always fail)
---- It was intended to be used when he's fighting Dwemer machines. Therefore, the conditions have been altered so he'll now use them when inside of Nchardak.
- Restored two lines of dialogue for the Windhelm steward to use when the player is investigating the murders "Blood on the Ice".
*=============================================*
Other Changes/Fixes/Additions
*=============================================*
- Due to the request of users, some features of the "Hunters Not Bandits" mod has been included in RDO.
---- Currently this only applies to detection dialogue, and works by simply having NPCs use silent dialogue when fighting animals.
---- This does not conflict with any mod all the records for this are found in RDO.
- The annoying "Never should have come here..." detection line will not be used by NPCs the player has spoken to, unless the enemy he/she is fighting is not the player.
- Added a method to remove Terek from Breezehome.
---- To remove him, simply go talk to the Whiterun steward (Proventus - Imperials, Brill - Stormcloaks) in Dragonsreach and he'll personally take care of this problem for you.
---- The dialogue option will only appear if the steward in the Dragonsreach main hall, Terek is in Breezehome, and Terek is not dead or disabled.
---- I recommend following the steward to Breezehome and watch the scene play out.
- *###############################################################################################################*
-
Version 1.2
- *===============================================*
Quest Changes/Fixes:
*===============================================*
- DialogueFavorGeneric
---- Moved all non-default NPC voice recruiting lines to a RDO quest, as I should have done from the beginning.
------ Therefore, the edit to the quest record is no longer needed and has been removed.
- DialogueRiverwoodSleepingGiantScene3
---- Sven and Faendal will no longer argue about Camilla Valerius if Camilla is married to the player.
------ Alias fixes from USLEEP have been carried over, and the condition changes from ICAO have also been carried over.
- DialogueSolitudeMarketplaceSorexAdvarScene1
---- Moved dialogue conditions that were added in v1.1 to the quest instead, since the quest record was already edited.
- DLC1DialogueGuardsGeneral
---- Increased the priority from 0 to 31. This is to allow two extra greetings for guards when the player has a husky or a deathhound as a companion to be used.
------ These were previously almost never used because all other guard dialogue are in higher priority quests, which were blocking these two lines.
- WERoad02 "Nobles Traveling with Bodyguard"
---- To allow a female noble to be used in the encounter, the noble alias (Noble01) is now created from a RDO leveled NPC list. Which contains the original male noble, and the new female noble added by RDO.
---- In order to maintain compatibility with ICAO, the package changes to the aliases in the quest have been recreated in RDO.
*===============================================*
Dialogue Condition Changes/Fixes:
*===============================================*
- DA01Fin
---- Added conditions to the final greeting in Aranea's small random stack that will allow her to use more greetings as a follower (both RDO and vanilla).
- DA03 "A Daedra's Best Friend"
---- Restored a greeting for Clavicus Vile that was intentionally conditioned to not be used for some reason.
------ This will be used when talking to Clavicus after you've been told to get the Rueful Axe.
---- **NOT FIXED YET** Restored the line of dialogue intended to be used by Barbas during the final scene with Clavicus but was skipped due to the Barbas being disabled.
- DLC1VQ00
---- Guards will now only tell you about "reforming the Dawnguard" once, instead of every 24 in-game hours.
- DLC2MQ02FreaTempleSceneQuest
---- Frea would never use a line of dialogue when speaking to Ysra in scene action 8 because Line 1 was not flagged as random. This prevented Line 2 from being used, even though Line 2 is flagged as random and random end.
------ All the dialogue spoken by Frea for each scene action are in small random stacks (Line 1 - Random. Line 2 - Random, Random End.), which is why Line 1 of scene action 8 is now flagged as random.
- DLC2DialogueGenericFriendlyHitDarkElf
---- Friendly fire comments (Ex: "I'm on your side!") will only be used when the player is striking the NPC. So, if you accidentally strike a follower in combat he/she will not continue to use friendly fire comments when being struck by an enemy, only the player.
- DialogueGeneric
---- Male/Female Elf Haughty voices will no longer use the condescending greetings if the speaker is friends with the player: "Speak quickly." and "You want something from me?".
- DialogueGenericFriendlyFire
---- Friendly fire comments (Ex: "I'm on your side!") will only be used when the player is striking the NPC. So, if you accidentally strike a follower in combat he/she will not continue to use friendly fire comments when being struck by an enemy, only the player.
- DialogueGenericUniqueVoices
---- Removed random end flags on several topics, to allow more dialogue to be used, for the following subtypes:
------ LostToCombat, CombatToLost, CombatToNormal, NormalToCombat, AlertToCombat, LostIdle, Attack
- DialogueMarkarthReburrusBlockingTopic
---- Adjusted the response from Reburrus to match the changes made to several other of his greetings.
- DialogueRorikstead
---- Ennis will only introduce himself once.
- DialogueRiften
---- Shadr has had multiple hello topics fixed, so he'll now use them and at appropriate times.
------ All the greetings required Shadr to not have the JobHostler keyword, despite the fact this keyword is on his actor base.
------ One greeting was checking that Hofgrir was dead instead of alive.
------ Another greeting was erroneously checking that Balimund was dead instead of Hofgrir.
---- Switched the 2 goodbye topics used by Asbjorn to make more sense when used.
------ His first goodbye topic, after switching them, will now only be used once, "It was nice to meet you."
- DialogueGuardsGeneral
---- Male Guard does not have any voiced audio for the line, "I find your wolfish grin... unsettling." and will no longer use the greeting. Logical condition fixes from USLEEP have been carried over.
- DialogueGeneric
- (Taunt)
---- Female Sultry voiced NPCs will now only say, "And you thought I was just a pretty face!" when fighting another humanoid NPC, instead of any enemy.
------ Also, the punctuation at the end of the sentence has been changed from a period (.) to an exclamation mark (!) which nearly all other combat taunts end with.
- (NormalToCombat)
---- The line "Never should have come here..." will only be used when a NPC is fighting another humanoid NPC, instead of any enemy.
------ Also, the Old Orc will not use this line when starting combat with the player, if the player has agreed to give him a "good death".
- DialogueWindhelm
---- Angrenor Once-Honored has a greeting that can only be used when he's inside the Aretino Residence, if Aventus is now at Honorhall, but is logical for him to say anywhere.
------ However, he will stop using it if the Civil War is over as it may not make sense for him to say, but that's more down to opinion instead of fact.
- DialogueWhiterun
---- Carlotta has a goodbye topic that has had the previously added package condition checks removed in-place of current time condition checks.
---- Carlotta has a hello topic that should only be used while offering her merchant services.
---- Fralia Gray-Mane has a goodbye topic that should not be used if she's currently not offering her merchant services.
---- Olfrid Battle-Born has a goodbye topic that should not be used if the Stormcloaks control Whiterun.
---- Balgruuf has a hello topic that should not be used if he's been exiled.
---- Commander Caius will now only introduce himself once.
- DialogueWildernessNPCs
---- Prevented the MaleCommonerAccented voice type from using dialogue that would be unvoiced.
- FavorJobsChopWood
---- Hroggar will no longer give the lumberjack dialogue while enthralled by Alva.
------ If Hroggar is still alive after MS14 completes, he will then start using lumberjack dialogue.
- MS01 "The Forsworn Conspiracy"
---- Margret has a goodbye topic that is incorrectly checking that she, Margret, is dead instead of Weylin, which caused her to never use it.
- MS13FIN
---- Lucan and Camilla will no longer thank you for bringing back the claw every 30 in-game minutes.
------ They're responses will be used once every 24 in-game hours, if they're not a follower or spouse, and if they're in Riverwood.
- TG01 "Taking Care of Business"
-- When getting the payment from Bersi, he could potentially respond as if he was your spouse even when not married to the player. This was due to a condition checking the relationship rank between Bersi and the player to be 4 (lover) instead of the marriage faction. This could only occur if payment had only been collected from one of the three targets, and if you had not smashed his urn.
- WICastMagicNonHostileSpellHealing
---- Surprised or condescending responses from followers when casting healing spells on them will no longer be used. Instead, they'll just give a simple thanks in reply.
---- Added a response for both Serana and Frea when casting healing spells on them.
*===============================================*
Dialogue Branch Changes/Fixes:
*===============================================*
- DialogueWhiterunBrillTopicsDragons
---- Commenting to Brill about the "threat of a dragon attack" has been changed from Top-Level to a Normal Branch, and is linked from Brill's dialogue branch that available when he's the steward.
---- The branch about dragons makes much more sense when used after Brill's response he gives when asked about his steward duties. It may have originally been intended to be this way, who knows?
---- Just to make sure, conditions have been added to Brill's response about dragons that ensure dragons have actually returned.
*===============================================*
RDO New Dialogue:
*===============================================*
- Added some dialogue for Frea as a follower.
- If you decide(d) to kill Madanach during MS02 "No One Escapes Cidhna Mine", you'll now be met by someone who is less than pleased with your actions.
---- This person, who I will refer to as X, won't appear until several days after Madanach's death, as word of this has to travel.
---- After several days have passed, you'll find X somewhere near the place where you witnessed the first Forsworn assault, but only when it's night (between 8pm and 5am).
---- Ingjard has no quest dialogue during the siege of Castle Volikhar like all of the other Dawnguard members.
---- Therefore, an additional hello topic (with goodbye flag) has been added to DLC1VQ08 for Ingjard to use during the siege.
*===============================================*
Restored dialogue:
*===============================================*
---- Argis, Calder, Iona, and Jordis will now greet the player upon first meeting them just like Lydia and the Hearthfire housecarls do.
---- Added to NPCs to the WEAdventurerSpellswordSubChar leveled actors list. These are the WE mercenaries who inform you that there's, "been word of some trouble nearby".
------ The two NPCs added use the FemaleCommander and FemaleSultry voices. Both of these voices have fully voiced responses for being a mercenary but were never used in the original game.
---- Merchants using the MaleNordCommander voice type have been given a voiced response for the barter line: "Take a look."
---- In vanilla Skyrim, you may randomly encounter a noble on horseback with a bodyguard (Imperial Soldier). The noble is always male and uses the Male Coward voice type.
------ However, completely voiced dialogue exists for a female noble with the Female Commander voice type. But, the original female noble created by Bethesda, that was never used, has the Female Condescending voice type.
------ That voice type does not have the dialogue intended to be used by the noble in this encounter.
------ Therefore, another female noble has been created in RDO using the Female Commander voice type that may be encountered instead of the male noble. (Sometimes it will be the male noble, other times the female noble)
---- Kerah, Hogni Red-Arm, and Eltrys each have a line dialogue intended to be used when Margret is killed, but never did due to their dialogue being under the wrong topic.
------ The dialogue has been restored for all three (Re-created and added into RDO quests) but will only work for Kerah and Hogni as an alias attached to Eltrys has override packages, which prevent him from using the dialogue.
*===============================================*
Story Manager Quest Node Changes/Fixes:
*===============================================*
- GenericScenesSpecial
---- This node handles the three quests: DialogueGenericSceneSpecial01, DialogueGenericScene04, and DialogueGenericSceneDog01
---- To fix these scenes from constantly repeating, a reset time has been added to each:
------ DialogueGenericSceneSpecial01 = 2 hours ----- (The "Good morning" - "Bah. What's so good about it, hmm?" scene)
------ DialogueGenericScene04 = 24 hours ----------- (The "Hello, ladies. Is there anything a big strong man..." scene)
------ DialogueGenericSceneDog01 = 12 hours --------- (The "Stupid dog." scene)
------ Conditions have also been added to DialogueGenericSceneSpecial01 so it'll only be used in the morning (Starting a 7am and ending before 12pm), instead of any time of day.
- SolitudeWinkingSkeeverScenes
---- Several scenes would never play due to a editor location condition. This has been changed from GetIsEditorLocation to GetInCurrentLoc.
------ This will also allow Jawanan and Fihada to use their dialogue for the "Romance" scene (i.e. "Can I buy you a drink?") with Erdi and Vivenne Onis.
- PawnedPrawnConversations
---- A scene between Drifa and Nivenor would never play as it required the conversation to take place in the Pawned Prawn, which Nivenor never visits.
---- This condition on the Node, GetInCurrentLoc, has been removed, allowing the scene between Nivenor and Drifa to play when they're in the market area.
*===============================================*
RDO Dialogue & Quest Changes/Fixes:
*===============================================*
---- Potential spouses were still commenting if the player was wearing an Amulet of Mara even after the player was married.
---- The fuz files for one of the silent lines of dialogue was accidentally left out of v1.0 and v1.1. This would cause NPCs mouth to continuously move during certain player actions if using Fuz-Ro-Doh.
---- Followers will no longer comments on certain player actions (Knock Over Object, Pick Up Object, etc)
*===============================================*
Package Changes/Fixes:
*===============================================*
- Shadr, the Riften stable-hand, will now visit the marketplace for 4 hours starting a 9am while Hofgrir is still alive. (Only if you've agreed to help pay off his debt to Sapphire)
---- In vanilla, he would only visit the city if Hofgrir was dead, even though some of his conversations with other NPCs imply that Hofgrir is alive.
*===============================================*
Scene Changes/Fixes:
*===============================================*
- Restored 16 Scenes in Riften, and few other scenes in other locations, that would never play due the scene not having the correct flags set in order to be called by the Event.
---- Restored scenes are indicated below with the * symbol.
- The following scenes have either been restored, or had fixes applied (such as the NPCs not head-tracking each other, and being used at inappropriate times):
---- BardsLunch
---- FletcherScene*
---- FletcherScene2*
---- CommanderScene1
---- CommanderScene2*
---- JailScene1*
---- JailerScene2*
---- ErikurFamilyScene*
---- RiftenGrandPlazaScene05
---- RiftenBeeAndBarbScene15*
---- RiftenBeeAndBarbScene16*
---- RiftenBeeAndBarbScene17*
---- RiftenBeeAndBarbScene18*
---- RiftenBeeAndBarbScene19*
---- RiftenBeeAndBarbScene20*
---- RiftenGrandPlazaScene13*
---- RiftenGrandPlazaScene15*
---- RiftenGrandPlazaScene16*
---- RiftenGrandPlazaScene17
---- RiftenGrandPlazaScene18*
---- DialogueRiftenGrandPlazaScene019*
---- RiftenGrandPlazaScene21*
---- RiftenGrandPlazaScene22*
---- RiftenGrandPlazaScene25*
---- RiftenGrandPlazaScene28
---- RiftenGrandPlazaScene29
---- RiftenPawnedPrawnScene03*
---- DialogueWindhelmCandlehearthEldaLonelyGaleScene06*
---- RiftenGrandPlazaScene10
---- SolitudeMarketplaceSorexAdvarScene1*
---- SolitudeMarketplaceAiaEvetteScene1*
- RiftenGrandPlazaScene05
---- The scene between Madesi and Drifa had the dialogue set to head-track themselves instead of the other person. (Meaning: Drifa was set to head-track Drifa, and Madesi was set to head-track Madesi)
------ This would cause them to aimlessly stare off somewhere instead of look at each other.
*===============================================*
Compatibility Changes/Fixes:
*===============================================*
- The patch for Invisibility Glitch - Eyes Fix is no longer needed.
---- RDO now includes this fix for the previously conflicting InvisibilityFFActor magic effect record.
- *===============================================*
-
Version 1.1
- *=====================*
v1.1 New Changes/Fixes:
*=====================*
*===============================*
Dialogue Condition Changes/Fixes:
*===============================*
- DialogueRiften
---- Talen-Jei uses a condescending greeting when speaking to the player if the debt has been gathered from Keerava during TG01 ("Taking Care of Business") or if Keerava is dead.
------ The problem is that if Keerava is killed by someone other than the player, Talen-Jei will still talk to the player like he/she was the one who killed Keerava.
------ An additional condition set has been added so if Keerava is dead, it makes sure the player was the one that killed her, or if the player has collected the debt from Keerava during TG01.
---- Talen-Jei would still use his very gracious and welcoming greetings just after insulting the player, which makes no sense.
---- Vulwulf has had conditions changed on several responses.
------ He will use his condescending goodbye topic, "Imperial bastard.", if the player is an Imperial/ImperialVampire or if the Empire controls Riften and if the player is not a member of the Stormcloaks.
------ He will no longer use goodbye topic, "Support Ulfric or die trying. There's nothing in between." if the Empire has taken Windhelm, thus killing Ulfric.
------ He will a condescending greeting, "Be brief Imperial, there's only so long I can stand being downwind of your stench.", if the player is a Imperial/ImperialVampire or if the Empire controls Riften and if the player is not a member of the Stormcloaks.
---- Nura has a goodbye topic that does not appear to be used in the correct situation. It required the Stormcloaks to be in control of Riften, but was separate from the small random stack that her other goodbye topics were a part of. Thus, the condition requiring the Stormcloaks to be in control of Riften has been changed to the Imperials.
- DA11FIN
---- Eola will stop using a hello topic that makes no sense as a follower, "It's an honor to see you, the keeper of Namira's ring."
---- The last hello topic in this random stack for Eola has had additional conditions added to allow her to use the other follower dialogue added by RDO if she's a follower.
- DialogueSolitudeWinkingSkeeverScene4
---- There are two responses that can be used by Vivenne Onis if the other Actor in the scene is Fihada, but she would only ever say the first one.
- DialogueSolitudeMarketplaceSorexAdvarScene1:
---- The GetIsSex condition will now check Event Data instead of a Quest Alias. (This is to prevent Noster from calling a male NPC "ma'am")
- DialogueSolitudeStreetVivienneLisetteScene1
---- Two topics used in this scene (1 used by Vivenne, 1 used by Lisette) were checking to incorrect gender of the other alias in the scene.
------ The topics referring to the other actor as a female and were checking to see if she was male.
- DialogueGeneric
- (Attack)
---- Restricted the topic, "For Skyrim!" to be used by Stormcloaks only.
- (Taunt)
---- NPCs can only use the taunt, "Victory or Sovngarde!" if the NPC is a Nord/NordVampire.
---- NPCs will only use the taunt, "I'll paint the snow with your blood!" when not indoors or inside a ice-covered cave.
- DialogueWhiterun
---- Anoriath's greetings while out hunting deer have been switched. He'll now say them in this order:
------ "Oh! You startled me. I wasn't expecting company out here."
------ "Shhh. You'll scare the deer."
------ Previously, these lines were spoken in the opposite order which doesn't make any sense.
- DialogueFavorGeneric
---- Recruit responses for Female Commander, Male Brute, and Male Nord who are members of the Companions have had a reset timer of 24 hours added.
---- Talvas was not blocked from using the fall-back recruit responses.
- ThrowVoiceLine
---- All topics have been edited so they can now only be used by the player.
---- USLEEP adds and additional throw voice line that has had the same condition added in the available patches.
*==================*
Quest Changes/Fixes:
*==================*
- DialogueRelationshipGeneric & DLC2DialogueRelationshipGenericDarkElf
---- Moved quest dialogue conditions to the individual topics, which removed the need to edit the quest itself.
# - Meaning, the edits made to the quest record for the two quests listed above have been removed - #
*================*
Restored dialogue:
*================*
---- Restored dialogue for a wounded bandit in Irkngthand during the Thieves Guild quest "Blindsighted".
---- This was completely cut out of the original game and was restored with only the audio files remaining.
*=================================*
RDO Dialogue & Quest Changes/Fixes:
*=================================*
---- Stopped Dark Elves from screaming about burning or being on fire unless they have a weakness to fire damage.
---- Fixed bad conditions on Niranye's dialogue options during Grelka's quest which resulted in certain dialogue options not appearing, causing the quest to not advance.
---- Fixed a goodbye topic for the Female Dark Elf voice type: "Together we will vanquish an*d* foe." -> "Together we will vanquish an*y* foe."
---- Female Even Toned voiced followers should no longer get "lost in thought" when at any sort of dungeon (bandit camp, falmer hive, etc).
*===============*
RDO New Dialogue:
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---- Re-added the original hello topics used by potential spouses when the player is wearing an amulet of Mara and the NPC has the option to be married.
---- Added a non-spouse dismissal line for Female Shrill voice type.
---- Added a new follower greeting for Female Child voice if the speaker has been told to wait. This will only be used if the speaker has been adopted by the player, and if the player is a male character.
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Other Changes/Fixes:
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---- Added a global variable which controls the services for rivals instead of the MCM script variable. The variable is injected into Update.esm, which allows other mods to add it as a dialogue condition without requiring RDO as a master file.
---- Added a MCM option to allow NPCs with a a relationship rank of 4 (lover) towards the player to use refer to the player as a loved one. They won't call the player their spouse (husband or wife).
---- Non-unique NPCs can now have their relationship rank towards the player adjusted in the MCM. The changes will not be saved for templated actors, but will be active for the duration of the game session where it was changed.
---- Added LOOT metadata for the main RDO plugin to have LOOT place it after the same mods suggested on the description page.
---- LOOT metadata has been added for the patches. Hopefully, LOOT will actually abide by this and load the patches after the mods I've told it to.
---- Fixed an issue where Serana could not be recruited through iAFT without being prevented from using RDO dialogue.
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- Author's activity
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November 2021
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06 Nov 2021, 11:33PM | Action by: cloudedtruth
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06 Nov 2021, 11:28PM | Action by: cloudedtruth
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July 2017
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02 Jul 2017, 4:56AM | Action by: cloudedtruth
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02 Jul 2017, 4:23AM | Action by: cloudedtruth
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June 2017
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14 Jun 2017, 6:37PM | Action by: cloudedtruth
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file 'Relationship Dialogue Overhaul - RDO v2.0i' changed to 'Relationship Dialogue Overhaul - RDO v2.0'
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14 Jun 2017, 6:37PM | Action by: cloudedtruth
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Relationship Dialogue Overhaul - RDO v2.0i
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14 Jun 2017, 4:44PM | Action by: cloudedtruth
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14 Jun 2017, 4:44PM | Action by: cloudedtruth
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14 Jun 2017, 7:39AM | Action by: cloudedtruth
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14 Jun 2017, 7:34AM | Action by: cloudedtruth
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14 Jun 2017, 7:15AM | Action by: cloudedtruth
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Change log added for version 2.0
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14 Jun 2017, 6:48AM | Action by: cloudedtruth
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14 Jun 2017, 6:41AM | Action by: cloudedtruth
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Relationship Dialogue Overhaul - RDO v2.0 Loose Patches
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14 Jun 2017, 6:39AM | Action by: cloudedtruth
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Relationship Dialogue Overhaul - RDO v2.0
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14 Jun 2017, 6:34AM | Action by: cloudedtruth
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14 Jun 2017, 6:21AM | Action by: cloudedtruth
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14 Jun 2017, 6:09AM | Action by: cloudedtruth
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images can now be uploaded without verification
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14 Jun 2017, 6:09AM | Action by: cloudedtruth
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13 Jun 2017, 7:17AM | Action by: cloudedtruth
Readme file added
January 2017
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28 Jan 2017, 2:36AM | Action by: cloudedtruth
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long description changed
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- Mod page activity
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December 2024
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26 Dec 2024, 2:50PM | Action by: Ssyne3
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26 Dec 2024, 1:49PM | Action by: 3n19m4
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26 Dec 2024, 12:39PM | Action by: Masa81
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26 Dec 2024, 10:02AM | Action by: HastrelIRL
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26 Dec 2024, 7:17AM | Action by: apestoso
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26 Dec 2024, 6:34AM | Action by: mokamozuu
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26 Dec 2024, 5:24AM | Action by: fireproofodin
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26 Dec 2024, 12:28AM | Action by: debsy
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25 Dec 2024, 9:20PM | Action by: Endgame33
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25 Dec 2024, 7:09PM | Action by: n0social
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25 Dec 2024, 10:28AM | Action by: kitingarded
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25 Dec 2024, 10:01AM | Action by: BeugoGemink
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25 Dec 2024, 9:10AM | Action by: milleniumass24
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24 Dec 2024, 11:38PM | Action by: crazydog4000
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24 Dec 2024, 11:21PM | Action by: tpacheco13
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24 Dec 2024, 2:04PM | Action by: DagothLuthor
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24 Dec 2024, 11:39AM | Action by: kurtcaine
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24 Dec 2024, 10:50AM | Action by: Endira
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24 Dec 2024, 2:12AM | Action by: Jeffreyjefferson4444
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24 Dec 2024, 12:06AM | Action by: Jeffreyjefferson4444
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