This mod adds dialogue options in a simple and immersive way to improve various conversations in the vanilla game. The responses are all voiced by using the original voice files of the game. The new options are meant to feel like they should have been in the game all along.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
If you use my work in a mod, please send me a message about it, simply because I'm very curious to see what you make :)
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
fixed one Previous INFO record thanks to lilebonymace's new xEdit script ("lilebonymace's patches and xEdit scripts", https://www.nexusmods.com/skyrimspecialedition/mods/36042)
included patch for Riverwood Trader Is A Mess in the installer
added patch for Guard Dialogue Overhaul ESL version (the installer will recommend both ESP and ESL version, so choose only one)
Version 1.5
added back to Captain Wayfairer the vanilla dialogue option "Don't bother asking, I'm not interested." You'll still be able to ask "What happened to the salts?" without automatically accepting the quest, that option is now just a way to end the conversation abruptly by being rude to him
fixed name of Farengar's two new sound files (previously provided as an update file)
removed unnecessary aliases and attached vanilla scripts from the quest used to give dialogue to Kesh before his daedric quest, they were accidentally copied over from the vanilla DA13 quest (Thanks, sinzzzz)
added alternate conversation to Ysolda about her interest in cat-folk if you're a Khajiit (Thanks, nepenthye)
fixed lyp sync for the lines added during the quest Taking Care of Business (please, let me know if you find any other lines that have wrong lip sync)
added patch for Thieves Guild Reformation (optional file in Thieves Guild Requirements) + At Your Own Pace Thieves Guild, that replaces the two separate patches
moved patches for Thieves Guild For Good Guys - Taking Care of Business Redux and for Silence Is Golden from the optional files to the main file
added patch for Thieves Guild For Good Guys - Taking Care of Business Redux + At Your Own Pace Thieves Guild, that replaces the two separate patches
changed FOMOD installer to allow selection of patches even without the mods being installed (they will be recommended, if the plugins are detected)
added patch for Riverwood Trader Is A Mess, kindly provided by its mod author AndrealphusVIII
Version 1.4
added intimidation option to Loreius during the quest Delayed Burial
improved one of the lines added to Loreius
improved player's goodbye line with Aela during the Giant encounter
added more dialogue to guards when they warn the player about shouting in town, with different levels of respect towards the Dragonborn depending on the progress through the main quest
removed illusion spells and magelight from the "weird spells" formlist, to prevent NPCs from reacting angrily to harmless spells and to successfully being calmed
removed "stealthy shouts" from the formlist of shouts that cause guards to approach and warn, added DLC shouts to the list
changed Reveler's dialogue option from "Fine..." to just "Fine."
added response fitting for a cannibal player character to Eola's greeting dialogue
added alternate dialogue line to Brunwulf's greeting to prevent him from asking a dunmer player character if they are "one of those "Skyrim for the Nords" types" (moved from Misc Dialogue Edits because it's more fitting here - the patch for Misc Dialogue Edits is no longer needed for Misc Dialogue Edits 1.8+ and More Dialogue Options 1.4+)
added alternate dialogue line to Galmar's recruitment to prevent him from treating a Nord player character as an outsider (moved from Misc Dialogue Edits because it's more fitting here)
added alternate dialogue to Farengar so that he treats you properly during his fetch quest, if your relationship is high enough or your reputation as Dragonborn is high enough in his eyes
added a more genering response to Adril Arano's request to know why you're in Raven Rock (thanks to lilebonymace)
added possibility to talk to Kesh about Peryite, with a restored dialogue line to refuse to allow you to commune with Him, and an alternate greeting dialogue if your level becomes high enough for the daedric quest but you already talked to Kesh before (all this is done without touching the daedric quest DA13, only 1 vanilla dialogue has been edited)
added dialogue option to avoid proposing Lucan or Camilla to help them get the Golden Claw back
added a more neutral option than the ones provided in the vanilla game to respond to Angi's question about your skills with a bow (thanks to lilebonymace)
forwarded changes from USSEP (no requirement)
added patch for Guard Dialogue Overhaul
added patch for Immersive Citizens
added patch for Aela Restored - Companions Tweaks
changed Taking Care of Business patch for 1.3 to version 1.4 because it's still valid and I forgot to add it to the installer
added hotfix because two files were wrongly named
added combined patch for Silence Is Golden and Immersive Citizens
Version 1.3.1
added missing ESL flags to all ESPs
[female Cicero patch] released patch that changes subtitles (and only subtitles) of this mod to make Loreius and the player refer to Cicero as "she"
[How Hard Is This Persuasion Check patch] released patch that addresses conflicts with How Hard Is This Persuasion Check
[female Cicero patch] updated patch to change audio as well as subtitles. Intended for Cicera - Female Cicero Dialogue Edit, the patch only changes dialogue added by More Dialogue Options. Credit and thanks to OregonPete, author of Cicera, for providing some of the sound files in the patch.
[female Cicero patch] updated to revert the name of the ESP to the one of the first version of the patch
[female Cicero patch] deleted one fuz file which will only be needed for the next update of More Dialogue Options
added compatibility patch for Immersive World Encounters, made by Kulharin
added patch for Thieves Guild Reformation, optional file of Thieves Guild Requirements SE
Version 1.3
improved dialogue prompt of the option added to Aela at the end of the conversation after the giant's attack
added option to ask "Can I join you?" to Aela mmediately instead of asking "What is a Shield-Brother?" first
improved Brunwulf's response to the added dialogue option "Do I look like one?"
(merged "Delayed Burial" addon into main file) changed the vanilla persuasion option for Loreius so that you can actually fail the persuasion check, difficulty of the check set to average, because Loreius has a change of heart based on your words
(merged "Delayed Burial" addon into main file) added two more persuasion options for Loreius, a very easy one and an easy one, that consider different ways of looking at the situation
(merged "Delayed Burial" addon into main file) added dialogue option for the first question to Loreius, to provide the possibility to use logic instead of talking about payment (it's also a hint to what persuasion option is the easiest)
(merged "Delayed Burial" addon into main file) added dialogue option to allow you to refuse to help Cicero and avoid starting the quest
added alternate dialogue option to start Neloth's quest "Old Friends" (Dragonborn DLC), to provide a way to agree to help him without showing enthusiasm towards bounty hunting or killing in general
added option to refuse Brynjolf's first job offer as soon as he asks if you'd "like a taste" (you exit the conversation and the Thieves Guild introductory quest doesn't start, but you can change your mind and talk to him about it again)
added three missing lip files
added two more dialogue options if you tell Brynjolf "I don't know why I bothered. This place is a mess." when first arriving at the Ragged Flagon, to make that conversation flow better
[TCBM patch] merged dialogue options added to Brynjolf to refuse his offer as soon as he asks if you'd "like a taste" (with my option you say no but you can change your mind, with the other option you refuse once and for all, so it's best to have both available)
Version 1.2
added two dialogue options to Viarmo during the quest "Tending the Flames", to provide the player the possibility to avoid being the one to suggest making up Olaf's verse
moved negative response to Captain Wayfinder after the question "What happened to the salts?", to improve the way the quest is accepted
added affirmative response to Captain Wayfinder after the question "What happened to the salts?", to improve the way the quest is accepted
moved script that adds Captain Wayfinder's quest from the question "What happened to the salts?" to the newly added affirmative response, to improve the way the quest is accepted
fixed typo in the flirty option with Tonilia, "Really? Interesting..."
changed dialogue option with Tonilia from "Got it." to "Understood.", like the vanilla option one dialogue prompt later: same functionality, but two less records for me
changed Bersi's dialogue options during the quest "Taking Care of Business" to add intimidation and persuasion checks
changed Haelga and Keerava's dialogue options during the quest "Taking Care of Business" to add intimidation checks
added dialogue options with persuasion check to Haelga and Keerava's conversations during the quest "Taking Care of Business"
added a patch to address conflicts between this mod and Thieves Guild Alternate Routes - Taking Care of Business Mod or with Thieves Guild For Good Guys - Taking Care of Business Redux
[BETA file "Delayed Burial addon"] added dialogue option to Loreius Farm's Cicero to be able to refuse to help him
[BETA file "Delayed Burial addon"] added a dialogue option to Loreius to provide a different way of approaching him during the quest
[BETA file "Delayed Burial addon"] changed persuasion check so that it can fail, added dialogue line to Loreius for the failed persuasion check
[BETA file "Delayed Burial addon"] added two persuasion checks to Loreius, one very easy and one hard, to provide more than one way to convince him to help Cicero during the quest
Version 1.1
changed two added dialogue lines to use Response Data instead of copies of the vanilla voice files
added a dialogue option to end the conversation with the Boethiah cultist, who greets you when you first arrive at the Sacellum of Boethiah (same effect as TAB, but it's provided as a more explicit and fluid way to end the conversation)
added dialogue option to skip the explanation about how marriage works in Skyrim
added dialogue option to respond to Brynjolf in a neutral way when you first arrive at the Ragged Flagon
added dialogue option to ask Brynjolf for a more discrete job than the deadbeats
added dialogue option to tell Brynjolf that you refuse the deadbeats job (the quest wasn't changed, you still can't avoid doing that if you want to join the Thieves Guild; the dialogue option will just allow you to stop the conversation before starting the quest, effectively preventing you from joining the guild until you talk to Brynjolf again and accept the deadbeats job)
added dialogue option to skip asking Brynjolf about the dire conditions of the organization after dealing with the deadbeats
added a flirty dialogue option after Tonilia's dialogue "We're going to become very well acquainted." (it fit too well, I couldn't resist... don't worry, her response fits her character)
This mod improves and expands on a variety of small conversations you often end up engaging in during any playthrough, with the aim to make them more straightforward, sensible and immersive. All the new lines are voiced by carefully splicing the original sound files of the game, to make them feel as if they could have been in the game all along. Here are a few examples of what to expect.
Maul
The first conversation with Maul always felt a bit strange to me: he starts by intimidating you into staying out of the Black-Briars' business, but then, without prompt, he changes the subject into asking for work. It's easy to assume that this was done to add an easy way for the player to know that the Thieves Guild exists in Riften, but there are improvements to be made. The core of the problem is his response to your question, "Who are the Black-Briars?": he answers, but then he seems to suddenly answer another hidden question, "Who are you?". To fix this, I separated these two parts with their own dialogue options: after you ask about the Black-Briars, you have the choice to ask who he is and show interest in his business, which continues the vanilla conversation, or to agree to stay out of the Black-Briars' business and end the conversation. Here's what it looks like.
Delayed Burial
If you don't rush to meet Aventus Aretino in Windhelm, you can meet Cicero at Loreius Farm, northeast of Whiterun, alongside a cart with a broken wheel. He asks you to help him convince Loreius to fix it and you can use your Speech skill to pass a persuasion check. Problem is that check with Loreius can't be failed. What's worse is that your argument is quite different from his perspective on the matter, so it really shouldn't be that easy to convince him. So, I made a few improvements: I added the possibility to fail the vanilla persuasion check and increased its difficulty, then I added two more persuasion checks with different levels of difficulty, depending their affinity with his view of the situation, plus an intimidation check for those who'd rather go that route; finally I added a dialogue option before the checks, to provide a different way of approaching him, for immersion's sake, and an option to refuse Cicero's request entirely.
Thieves Guild
When first talking to Tonilia to receive your Thieves Guild armor, you get only one path in the conversation, which leads you to ask if she does anything for free. She's quite bothered by that question, obviously, being her the fence of the guild. So, I added a dialogue option to simply agree with her when she explains what she does, allowing you to avoid behaving like a smirky bastard. Oh, you want to behave like that? Well, you I added one more dialogue option just for you in that same conversation: a smirky/flirty one, at a point that fits rather well. Ok, we need to address Taking Care of Business. What's the point of having dialogue options to try to convince someone, if you already know that you will certainly succeed or certainly fail because there's no persuasion or intimidation check? That's what I thought when talking to Bersi, Haelga or Keerava during that quest. So I turned those options into real checks: now you have the real possibility to convince them to give you the coins through dialogue and to fail doing so, if you aren't skilled enough. It all fits perfectly, especially because the vanilla game already implements more than one path to success, so now you have even more options, and they are all meaningful. With these improvements implemented, I couldn't avoid taking a look at the rest of the Thieves Guild questline, starting from its core: the conversations with Brynjolf. The issue is not necessarily a lack of dialogue options, but that many of them are quite characterized (smirky comments, foolish questions, ..., options that don't fit many backstories and personalities). That's why added more neutral responses and alternate paths to his conversations. The improvements only reach the end of the deadbeats quest ("Taking Care of Business") for now, but I intend to check more, eventually. As always, I aim to achieve the best result possible with the least changes, so I'll do my best to take compatibility into account.
Aela
When talking to Aela right after the Giant's attack at Pelagia Farm, you have no choice but to either insult her work or show interest in joining the Companions. This mod adds a new option to end the conversation in a more neutral way, she'll answer politely and won't suggest you to join. While I was at it, though, I also improved the opposite path: I added the option to talk to her about joining right away, so you don't have to ask who the Companions are if you were born and raised near Whiterun.
Maramal
Are your parents Nords? Have they narrated a thousand times the way they met and how they married? Why would you ask Maramal to explain that to you, then? When you talk to the priest after his scene at the Bee and Barb, you'll be able to tell him that you know how marriage works in Skyrim, to skip his explanation and reach the option to buy the amulet more quickly.
Brunwulf
The first conversation with him seems slightly disappointing: he asks "You one of those "Skyrim for the Nords" types?" and the answers available don't offer you much of a choice, really. There is some variation for Nords, but not much. That's why I added a new dialogue option for anyone who isn't a Nord: "Do I look like one?". He'll apologize and then continue with the vanilla conversation by stating his position on the matter. Wait, why should he even ask that if you're a Dark Elf? In that case Brunwulf will skip the questions altogether and start with the next vanilla dialogue, by expressing his disappointment about the condition of your kin in the city.
Viarmo
During the quest "Tending the Flames" for the Bards College you get to help fill in the gaps in Olaf's verse. Despite the amount of options during the process of actually writing the missing parts, there's a distinct lack thereof right before that moment: you have to be the one who suggests to make up the missing sections, no way around it. Well, I added the option to have no idea how to proceed once you discover that parts of the verse are missing. If you choose that, Viarmo will be the one to, reluctantly, suggest to do so.
Revelers
Remember the Drinking Companions random encounter? Three cheerful Revelers who stop you to offer you a bottle of Honningbrew Mead? Well, there's a problem: you can only accept enthusiastically, offer them a bottle yourself or upset them by offering Black-Briar Mead instead. I saw a lack of a middle ground there. What if you're a milk drinker, but you still want to be somewhat polite? Or you just want move on because you're late for Vittoria Vici's wedding? To satisfy these needs, I added two options: you can respond "Fine." and get a bottle (that you'll probably sell at the nearest inn), or you can refuse politely (they'll be a bit disappointed, but understanding).
...and more!
Many options and smaller quality-of-life tweaks such as this.
Installation and compatibility All files are ESL-flagged. An installer is provided to automatically select the patches you need. A patch to fit the dialogue with Khajiit Speak or similar can be found at Even More Khajiit Speak Patches. As a general rule, load this mod after other dialogue mods, but before quest mods. Any other kind of mod usually doesn't conflict, but, f you're unsure, looking for direct conflicts with xEdit should be enough to understand load order and compatibility with other mods: if a record directly conflicts with another mod's, only the mod that's loaded last will implement its changes to the game.
Credits and thanks This mod started as a BETA optional file of my other mod, Misc Dialogue Edits, so I'd like to thank very much those who used that file before it became its own mod. Thank you for your support! Credit and thanks to lilebonymace, author of Skyrim Unbound Reborn, for originally porting the mod to Special Edition and for helping with the development of this mod. Credit and thanks to OregonPete, author of Cicera - Female Cicero Dialogue Edit, for providing some sound files for the female Cicero patch. Credit and thanks to Kulharin for making the patch for Immersive World Encounters.