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Compatibility: | Ascending Tide (7.3.5) |
Updated: | 04/09/22 04:40 PM |
Created: | 04/07/14 11:55 PM |
Monthly downloads: | 527 |
Total downloads: | 71,666 |
Favorites: | 252 |
MD5: | |
Categories: | Chat Mods, RolePlay, Miscellaneous |
File Name |
Version |
Size |
Uploader |
Date |
1.15 |
54kB |
Diriel |
08/30/18 12:09 PM |
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1.13 |
46kB |
Diriel |
08/05/16 10:00 AM |
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1.12 |
46kB |
Diriel |
07/01/16 04:21 PM |
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1.11 |
46kB |
Diriel |
06/18/16 06:35 AM |
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1.1 |
46kB |
Diriel |
06/07/16 03:19 PM |
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1.04 |
44kB |
Diriel |
06/04/16 03:13 PM |
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1.01 |
33kB |
Diriel |
03/06/15 07:59 AM |
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1.0 |
33kB |
Diriel |
03/05/15 11:22 AM |
Comment Options |
CGT_400 |
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04/30/14, 02:42 AM | |||
Forum posts: 0
File comments: 25
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As for TES games, NPCs usually have way more context, after all, NPCs rarely (if ever) get 'interrogator' role - that one is reserved specifically for players. Besides, I'm pretty sure that 'yes/no' was mostly reserved for opinions given - something TESO player lacks (dialogue-wise, at least). PS also, if you insist on using 'indulge' with 'yes/no', at least add "you will" to it - that works way better, I think.
Last edited by CGT_400 : 04/30/14 at 03:04 AM.
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CGT_400 |
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04/27/14, 02:39 PM | |||
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As for the 'no', again I think it works fine. 'Yes' is seeking an affirmative, 'no' is seeking a contradiction. Either way, they're seeking to ascertain whether the previous statement is correct. Not only have I seen Khajiit use this in every Elder Scrolls game, but I use it myself in English. Eg; "Are we not going to the shops, then?" It amounts to the same thing as "Are we going to the shops?" Just phrased from a different standpoint. Not that it matters much anyway, like I've said, anyone is welcome to take out anything they don't like. xD
I am certainly looking into ways of resolving this. It's fortunate that it doesn't come up too often, at least. |
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Diriel |
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04/27/14, 12:25 PM | ||
Forum posts: 0
File comments: 25
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That stuff aside, if you are going to look into ambiguity caused by this addon (like the one presented in not-so-good example with the 'prophet'), I want to remind that sometimes (thankfully rare) there are 'he/she' used that do not reference your character. I can dig up an example, if you really need one (or several), but I'm not sure what can be done about those phrases other than leaving them 'as is', if possible (when 'I' also not mentioned in original). Ideally, I'd suggest rephrasing using actual names, but that would, again, require analyzing dialogue.
Last edited by CGT_400 : 04/27/14 at 12:32 PM.
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CGT_400 |
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04/27/14, 09:50 AM | |
Forum posts: 0
File comments: 56
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Thanks for responding! That makes sense, a toggle would work fine. I could see a few optional changes that would allow you to customize your experience a little bit. I'll be sure to comment if I run into any. I'll see if I can find any 'good byes' that NPC Khajiit say and post a list some time.
Again, thanks for the great addon! |
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Kouroth |
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04/27/14, 06:11 AM | ||
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It wouldn't be difficult to randomize the goodbye at all, really. I may add that in the next version, but make it optional via a toggle for those who would prefer the format to stay similar to the original dialogs. I've also thought of changing some of the interaction dialog too to make them feel more like Khajiit actions. For example: "<Search the dresser>" Could become something like "<Paw through the dresser>" (Couldn't think of a good example. xD) However, these have fallen into the list of things to possible do in the future. @CGT_400 Again, many of the things you're suggesting require much more deep analysis of the actual conversation. Rather than just replacement rules on the options themselves. I do hope to eventually get there and have the replacements context aware. Some of those grammatical issues you've found are already fixed in the dev version. I've added the rest to my to-do list. I'm going to start working again today or tomorrow. Had a couple of days off doing other things.
Last edited by Diriel : 04/27/14 at 06:45 AM.
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Diriel |
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04/27/14, 01:15 AM | |||
Forum posts: 0
File comments: 25
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'No' best works with lines when Khajiit doesn't exactly agree with the previous statement (or expects interlocutor to disagree), something like: "We should cross the bridge!" "But it was broken, no?" or my 'favorite': "Thanks, now go and kill their commander!" "But you're injured, no?" "Not injured enough not to get past few dozen aggressive NPCs!" "This one is curious how someone of your talents got captured in the first place." "Well, there were many of them and... oh, look a moose!" *disappears* *grumbles about entire military being full with damsel-in-distress type of characters* But, I suppose, we agree to disagree on that one. There's not much in the way of 'official' rules concerning this, after all. I might even edit it out later on, maybe also make few adjustments to see where it goes.
(here's hoping to get "Khajiit had enough of your drivel." as a valid response to prophet) And few more statements (am I the only 'lucky one' or just love posting?): Is not exactly the right way to do it. Basically the same, just different. Khajiit is trying to confuse 'prophet'. This guy just loves to make things difficult for everybody, yes?
Last edited by CGT_400 : 04/27/14 at 01:56 AM.
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CGT_400 |
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04/26/14, 11:06 PM | |
Forum posts: 0
File comments: 56
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More variety?
I LOVE your addon, used the Skyrim version to, but I do have one complaint. Variety, The 'Khajiit must go now.' line gets really old. Is there any way to kinda randomize a few closing statements? Just a thought. Maybe even do that for other elements too. Thanks!
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Kouroth |
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04/26/14, 06:40 PM | |
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Thank you for this mod. It really helps immersion.
Also, this one would be interested in seeing a similar mod for Argonian speech patterns, if you ever are tickled to make more. |
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banndsand |
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04/26/14, 08:58 AM | ||||
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I don't really agree with you there, though. I think seeking affirmation on their curiosity or what-have-you is something that a Khajiit would quite readily do without really noticing. In-fact, I'm fairly certain I've had an NPC Khajiit say something similar on Khenarthi's Roost. However if you'd rather it didn't use them, they're very easy to edit out yourself. Just remove the ", yes?" and ", no?" from the second list in the lua file. |
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Diriel |
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04/26/14, 05:56 AM | |||
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Last edited by CGT_400 : 04/26/14 at 05:57 AM.
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CGT_400 |
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04/25/14, 08:16 AM | ||
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Nah, the "she" was in reference to your character. Seems like I've never come across a changed verb at the end of a line. Hmm, the not should have been placed before the "just." I could swear I'd accounted for that fragment. x.x I've added both to the list of things for the next version, think I'll be waiting a little before releasing a new version. Either until I've got a lot of grammar fixed, or 'til I've added one of the other features I've been planning. |
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Diriel |
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04/25/14, 08:01 AM | |
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Here's couple of 'gems' from .48 (according to patch notes, you didn't alter word placement too much in .49, right?):
I can understand that she might have a thing for dunmer, but to the point of losing coherent speech? - unlikely. |
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CGT_400 |
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04/24/14, 05:53 PM | |||
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Re: Re: WARNING!!! MAY CONTAIN SPOILERS IN STONEFALLS
I would have posted them if I had seen this sooner. Sorry! |
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Sidney |
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04/24/14, 10:20 AM | |||
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Syynx |
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