This page was last updated on 31 October 2024, 5:43PM
Changelogs
Version 2.0
Added new requirement "Inn Dialogue - More Female VoiceTypes" which contains vanilla inn dialogue for voicetypes that don't have vanilla lines available. Released as a standalone resource to make the lines available for NPCs created by other modders, without requiring *this* mod.
Added 85 lines of dialogue across 7 voicetypes to support more randomized response variety.
Reworked 102 lines of dialogue across 7 voicetypes to tighten up their story elements.
Added 3 new voicetypes: FemaleElfHaughty (99 lines), FemaleEvenToned (97 lines), and FemaleNord (96 lines).
Distributed FemaleElfHaughty voicetype to 7 Altmer NPCs.
To promote greater variety of conversation experiences, adjusted distribution of voices among human races. Adjustments: FemaleYoungEager (52%->38%), FemaleSultry (43%->17%), FemaleEvenToned (3%->16%), FemaleNord (1%->10%), FemaleCommander (1%->19%).
Generated tavern voicelines for FemaleArgonian. Most are commentary that can play when the player orders a choice drink.
On follower recruitment dialogue path ("Hello."), revised greeting responses. NPCs say a little more now.
Minor rework to one line from the Slave Trader Lost Report to fix accidentally implying *all* bandit groups had captured redheads.
Added descriptions for magic effects applied to the player by the Mystic class, to make it clearer what each effect does.
Added descriptions and adjusted names for some spells used by Mage, Mystic, and Necromancer classes. This adds a little more flavor for players who end up in combat with IW NPCs, or players who mod or console command their way into learning the spells wielded by IW NPCs.
Adjusted names for the "bottle summon" spells. Updated elf summons to use their formal race names: Altmer, Bosmer, Dunmer, Orismer.
Reverted update to Whiterun-based trader due to not working as expected. Further investigation will be required.
Version 1.1b
Rolled back FemaleCommander voicetype change on 18 NPCs because it turns out there are no Commander voicelines for basic innkeeper things like greetings and sharing rumors. Thanks to DbeeRedwood for the report.
Distributed FemaleCommander voicetype to 14 NPCs who do *not* appear to be assigned to taverns. Teleported around in-game to half of them to check.
Version 1.1
Distributed FemaleCommander voicetype to 28 additional NPCs. Previously, 3 NPCs had it and none were potential followers, so dialogue wasn't accessible. Thanks to DbeeRedwood for incidentally leading me to realize this.
Distributed FemaleDarkElf voicetype to 9 additional Dunmer NPCs.
Removed FemaleDarkElf voicetype from 4 Altmer NPCs because some Dunmer lines reference Dunmer-specific things. Altmer-specific lines are in progress. For now, these 4 Altmer are sharing the Sultry voicetype with a few Altmer friends who were already setup that way.
Revised several lines for FemaleCommander and FemaleYoungEager. They now sound less stilted.
Generated tavern voicelines for FemaleCommander. Most are commentary that can play when the player orders a choice drink.
Revised written content in mod notification that appears upon starting a new game.
Updated all instances of "traveller" and "traveler" to consistently use the same spelling, "traveler".
Updated "septims" to "gold" in cheap drink player dialogue.
Updated references to NPCs employed at taverns to be "bar wenches". An argument has been presented that "wench" may indeed have been found in the vocabulary of the peoples of Skryim because it is a Middle English term (AD 1100-1500) and Skyrim has a late medieval Europe setting (1300-1500). "Bar wench" was an evolution of the term (1400s) to refer to girls serving drinks at taverns, though it quickly (1490s) took on the negative connotations it holds through present day. It only evolved into "barmaid" (1600s) during the time of Early Modern English (1500-1700). That said, "alewife" from the same 1400s time period is also worth considering. Today, I learned.
Reworked bandit notes to read more like correspondence *from a bandit*.
The Whiterun-based trader is now more likely to be found in Whiterun, to be consistent with the information in the bandit's note.
Revised quest names to more accurately reflect their domains of concern.
Reworked all journal entries and most task descriptions. Thanks to Siamangos for suggestions to improve feel, flow, and distinction.
Revised several lines of player dialogue. Thanks to Siamangos for suggestions to improve flow and consistency.
On "evil" dialogue path, gave captive 3 new unique voice lines to respond to being mocked. Responses will randomize.
On "evil" dialogue path, if "condemned" route is taken, captives will no longer scream as their first act of wilderness survival.
On "evil" dialogue path, if "condemned" route is taken, participation in Skyrim's rendition of The Most Dangerous Game is now optional because dialogue makes it clear the captive is being left to the mercies of the wilderness. (Spoiler: They don't survive either way, for consistency with the original narrative.)
KNOWN ISSUE: NPCs using the FemaleSultry voice have one line implying that they're a Nord. This isn't always true. Redguards, Bosmer, and Altmer currently use this voice as well. Thanks to Siamangos for pointing out the inconsistency. [Resolved in v2.0]