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Found 24 results

  1. Hello, I'm sorry for pointing that out but the head movement while in conversations is horrible. The player looks like a parrot in every conversation. The movements are fast and stopped. I hope, that someday, an animator could fix that and make them more natural and smooth.
  2. New here and a bit (well, very) lost. I am trying to find a saved game file from early in the vault 101 section - before some passages are locked. Maybe at end of age 16 section? Also, can I hurry along the conversations? On other games there is sometimes a way to do this e.g. tap spacebar.
  3. Ok, I love the project unholy darkness and how it transforms the boring vanilla into awesome, but I notice a big issue I can not seem to remedy. I have everything working fine when it comes to my mask until I talk to people. I can pass by an NPC and my character is greeted as a champion, but when ever I try to talk to anyone they all say " you wont get any of my blood" or something to that effect. This is a big problem for me in stores because I can no longer buy anything, no quest or new dialogue can be unlocked. I put on the mask and I get a confirmation and the face looks normal, but conversation is still in vampire mode? The only place I can seem to get buy this is in Morrowind. I can Trade, people still yell and scream, bla bla, but I can still open dialogue. I have the UD mod last in my load list. Any help would be appreciated.
  4. I am not sure if this is the correct way to go about it, but i'll hope that some kind modder will see this & make this mod i'm about to suggest. You see, i tend to collect certain items for each character i create in roleplay-games such as Skyrim. One type of object i especially love to collect are Filled Black Soul Gems. While this might seem strange, it's just something i like to do. But it was because of this habit that i had an idea; Could you not add a sound effect to the Black Soul Gem's so you can hear the soul trapped within? While this wouldn't serve any real gameplay benefits, it would do wonders for the roleplaying aspect. Especially for me, who often play as a villain who collects the damn things. Just imagine it; walking down into the cellar in your Lakeview Manor & approaching the Altar where you have stacks upon stacks of Black Soul Gems. To listen to a personal choir of weeping souls begging to be released from their everlasting torment. Mmmm~, just writing it down sends a shiver down my spine! :devil: Anyhow, that's just a suggestion. Does anybody agree or disagree? Is this a mod someone should create? I'll leave that to you fine folk. Thanks for reading & have a pleasant day!
  5. I recently got the amazing necromancy mod called PsiKotics Necromancy Mod. I always wished that Skyrim had a more in depth necromancy option, and this was everything I had wanted and more. One thing that needs trouble shooting , however, is that when I order my minions to guard my lair whilst attending to things, npcs will comment on me although they are no where near me. "Keep that spell away!!" or "Get away that looks dangerous!!" even though my followers are far away. I was wondering if there was a fix to this that anyone knows about? Thanks
  6. Okay, here's the issue: I'm at the point of the quest "The Fallen" where I have to speak to the Jarl of Whiterun (Jarl Balgruuf in this case) so I can trap the dragon. However, once the task to speak to him is initiated, the first of my problems comes up: the quest marker leading to Jarl Balgruuf doesn't show up. It's as if the quest won't even detect him as an NPC. At first, I figured that was just some minor bug, so I shrugged it off and decided to fast travel to Dragonsreach to speak to him anyways. That's when the second problem happened. Whenever I pressed "E" to talk to him, it wouldn't show a dialogue box regarding the quest or anything. All that happened when I pressed it was him simply saying "Yes?", "Watch the skies", or other basic NPC stuff. Because of that, I am unable to progress any further in the quest. I've tried restarting the game, uninstalling/reinstalling it, and creating new characters to start anew, but the same exact problem persists. What should I do?
  7. I'm trying to make a Dwarven Sphere talk but it's not saying anything! Also I can't interact with it. Is it even possible to create a talking Dwarven Sphere?
  8. Is there any kind of mod where it makes you mute in Skyrim where you can't speak? I don't mean where you can't click on an NPC and talk to anyone, I mean a mod that adds or replaces vanilla responses with "yes or no" responses like: "(You look into their eyes and nod.)" or "(You glare at them with anger.)" or just the classic "(Remain Silent)" if you'd want to say "nevermind." It would be cool if there was a mod like that not just with those few like I mentioned but with a variety of responses. I got this idea from the Dark Brotherhood and how you could remain silent, and it gave that ominous, dangerous cool feel. Comment and share your thoughts! Thanks for reading!
  9. Okay! So i know recently i posted this, but since then i have had a few ideas that i thought warranted a re-posting. So my idea is to take the Sheogorath armor that already exists in Skyrim and giving it Sheogorath's audio lines that correlates with things your characters is doing. So it will comment on something that you do like if you accept a quest or kill an enemy and more... I already have a bunch of already cut audio files for the armor from Sheogorath from the Shivering isles, and i am currently working on getting some good lines from Skyrim's Wabbajack quest, and from Shoddy Casts most recent TES lore video on Sheogorath. So as i said i have already prepared Audio Files i just need some one to help me correlate the files with the players actions and stick them to that Swaggy Sheogorath Outfit . Phase Two of the is two create a Quest to go and to retrieve this newly created Artfact of the Prince of Madness. So just imagine how amazing it would be to have sheogorath screaming random stuff at you while you play... the madness would be just delightful!
  10. Hey guys. For a mod I'm working on the player can talk to NPCs to find out more about what is going on. In some cases I want the NPC to keep on talking about something, without the player having to say anything for a few sentences. I have seen this done before In Skyrim so I know It's possible. But when I try to do it myself It keep coming up with "..." when the NPC has finished saying a sentence. I leave nothing in the topic text for the sentences that I want the NPC to segway away from and onto another by himself, am I doing something wrong? Also while I'm on the subject. When I talk to some people that don't usually have conversations windows in the game it only comes up with "..." and nothing else. How do I fix this?
  11. [sOLVED] Here is a tutorial I made, with clear instructions and images. Hi! So I've been fighting with the CK for two days already, and I just keep on failing at making an activator speak to the player. What I want to do, basically, is to have some twinkly light engage conversation with the player when they activate it. My first thought was to look for the Augur of Dunlain, and see how it worked. I filtered the Object View and found: MaleUniqueMGAugur -- a voice typeMG04Augur -- an ActorMGAugurFX01 -- an ActivatorMGAugurFX01Static -- an FXMGAugurTalkingActivator -- an special type of activator, it seems (the CK wiki is not helpful about those, just stating the obvious) In the Midden, I found trigger volumes and Xmarkers. In the MG04 quest, I found: MG04AugurSpeakScene -- a scene, containing the responses the player hears when approaching the Augur's doorMG04Stage40View -- a dialog view, containing the dialog between the player and the Augur of Dunlain I tried to figure out how this all was working together (and I got a slight headache). The scene MG04AugurSpeakScene seems to be triggered, not by the trigger volumes, but by the distance between the player and the door, if I believe what I see in the Phases conditions. The responses are being said by the actor MG04AugurSpeaker1, 2, 3, and 4, which are quest aliases refering to the various Xmarkers. So I conclude that: I need an XmarkerI need to create a questI need to create a quest alias to make my Xmarker into an actor that I can refer toI need to create a sceneFor now I will try to make the scene activated based on the player's distance to the XmarkerI record a test line to saySo I did that. ...Obviously I did something wrong somewhere because it was not working. So I started messing around, setting the same voice type as my NPC where I saw voice type options, trying to use his lines, etc... At this point I don't even recall all I did, because I tried a lot of things. In the end, the only thing that worked was to trigger a simple test script that makes the player equip robes when activating MGAugurFX01 (which causes the effect to disappear). I feel clueless about what to do and how. I've made dialog with NPC before, and it was working just fine, speaking to him, getting dialog options, starting scenes... But I just can't figure how to do the same with a non-NPC kind of actor. If someone has the least idea of how to do this, a link to a tutorial (I searched for tutorials, couldn't find any), or whatelse, don't hesitate to chime. Or to CHIM as you prefer.
  12. Hello all, While looking through the companion mods I started thinking, a power armor with an AI that has all the companion features would be unique (if there's already one, i apologize, I haven't seen it in the companion mods, sorry) Some interesting features: -affinity could increase armor or soak damage, or perhaps increase damage out put. Maybe even unlock better upgrades for the power armor. -Perhaps an auto fire feature, like perhaps it has a predator esc shoulder lazer that attacks like a turret. -there's already life saving power armor mods out there like auto stims, but perhaps it could be an affinity feature rather then an upgrade, with dialogue. -Not sure if this is possible, with with sufficient affinity perhaps it would be possible to have the power armor 'sacrifice' itself for you if you die, producing an explosion that kills all nearby enemies. power armor is destroyed, only the ai chip is left. A quest to find a new adaptable power armor to fix it. Anyway, I hope this gives someone a kick ass idea. Later all.
  13. First off, sorry for asking for this if it already exists, but I was wondering if it was even possible to have a talking gun or weapon? Companion-like in speech, perhaps cobbled together from robot pieces or something like that. It is something I have seen suggested several times, but I have yet to find any functional mod that does that. Edit1: Just occurred to me, that in order to avoid modelling, one could use the Salvaged Assaultron Head weapon, borrowing mods from other weapons or weapon types in order to fully personalise the type of damage done as well as Ammo?
  14. Pretty straightforward. I'm trying to make it so that when you press "E" while in front of a specific person in New Vegas, it'll show a message instead of enter dialogue mode.
  15. Is there a workaround to use scripts to say Shared Dialogue? or another way to have an NPC say a shared dialogue response at will?. *Edit* Nm, figured out somthing that works for me
  16. we need a mod were u can us a mic and be able to speak for your character but their voice has the actcent of whatever race the character is.
  17. So I've been attempting to play Skyrim for the past few days now only to go see that it hasn't gotten past the introduction. When I start a new game, no one talks on the way to the town on the cart. Even when I arrive there, nothing happens. The sound of the cart and horses are still playing and the people just stare at something without moving a bit. There is no voices happening at all which seem to be the main issue which could make everything else not trigger correctly. I need help fixing this please, I have uninstalled about 4 times completely removing everything and in my documents (My Games -> Skyrim -> DELETE!). I need help !
  18. If you can recommend me one mod that adds player voice, what would it be? Right now I have My Voice Extender waiting in line to be installed. And I was wondering if there's other PC Voice-adding mods out there? And if the Oblivion Sound Sets is compatible with My Voice Extender, or Is there a way to add those Sound Sets as MVE custom sound packs. Because I am a huge Baldurs Gate fan and the author of Oblivion Sound sets states that some of the voices included in the package is from Baldurs Gate.
  19. Hi everyone. I'm new to the forums, so I'm just going to start out asking my question where I feel it would be best, since I'm not familiar with all of the categories yet. You'll have to forgive me for that. Anyway, I'm going to cut to the point. The Dovahkiin never moves their mouth, even when shouting. This became a problem after the patch. My question? Well, since I am heavily interested in the idea of making machinima, I really want something that's going to make my character, at the very least, open her mouth. I need something along the lines of a speaking animation. Not actual voices--just the animation, or something that reverses the effects of the patch. Perhaps a file that needs re-added or something? I have no idea how to go back to the old version of Skyrim that allows the character to open their mouth, and I have mods that aren't compatible with that version anyway. I'd personally just like to know if there's a patch to repair the stitched-mouth syndrome the Dovahkiin has. On a side note, are there any Machinima makers around here? I could use advice for custom animation as well. I know there are idles and such, but I'm trying to find something like.. say... a console command to fix the camera at a particular angle that holds still while still allowing you to move the character. Answering any of these would be beyond helpful. Thank you for your time.
  20. Ok I need a little help. I have this problem where I can't talk to anyone ingame. I don't know what the problem is or how to fix it. I have 66 mods so I don't know, it was working with all the mods before yesterday so what is going on?
  21. They gave you the options to switch between English and Japanese Voices in KH3 but did this for none of the other Kingdom Hearts games. I think this is really dumb I've never played through KH2 with Japanese Voices because I need to be able to read the text while playing the game and would have liked the option to utilize the Japanese Voices. If someone is able to switch out the english files for the japanese ones that would be awesome.
  22. Vault 1080 Overseer Race Change, bloated/putrid (whatever it's called) feral glowing one to non-feral Glowing One, like Oswald the Outrageous (and Jason Bright), lip sync would be a nice bonus.
  23. The in-game conversations you have with NPC's aren't very engaging visually, especially since the camera is rather far from the characters who are speaking. It would be great if the camera would zoom in during such conversations so you can see the NPC a bit better. Ideally the camera would also move slightly to the right during such an occasion. Alternatively a mod could allow players to zoom in and out during conversations by using specific buttons. There's plenty of free buttons since you're locked in place anyway.
  24. Hey people! I started making a follower mod and watched some tutorials but none of them showed one thing I want to know, which is talk on interact. If you don't know what I mean by that is if you go to an NPC and press e, they (most of the time) say something without having to choose a dialogue option. So they say something just by pressing e or whatever you have interact bound at. So my question is as stated above, how can I make this happen? All the tutorials I've seen just made the people talk if you choose a dialogue option and not by just interacting with them. I've seen one but he used already finished voice lines. But I want to make custom ones. So I hope someone can help me out!
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