They’ll make the vanilla 2011-released game look better than even the 2016 Special Edition version. We’ve put together a comprehensive list of the 100 mods we think are essential to improving Skyrim above and beyond the out-the-box experience. But when you’re looking for Skyrim mods, where do you start? Or they’re just out to transform farmyard animals into deadly explosives. They’re the work of a thriving and diverse scene an army of fans and bedroom coders determined to make the game a photorealistic fantasy. This is because there’s a lot of them: more than 28,000 Skyrim mods to download on the Steam Workshop, and countless more on Skyrim Nexus. BTW, when you created your new voice type, you ticked the "Allow Default Dialogue", didn't you? Because MaleBrute voice type have that ticked checked, so it applies to some lines that just don't have any voice-type related conditions and you won't trace them through "use info" of the MaleBrute.It can be a tough job finding the best Skyrim mods. When in doubt, and it could be a generic line, keep it. Voice file name contains formid so you can in 圎dit track down the line. If your new voice is recorded, obviously save yourself the work and don't do it for lines that obviously belong to other NPCs. your files will end up in /Data/Voices// with the same file names - except those that you decided to "make a new line". If the new voice is automated, like "shift the pitch by -3 tones without changing the tempo", just apply the transformation for all the files under directory path /Data/Voices/skyrim.esm/malebrute/. You'll have to add your voice type to the form lists found in the use info of MaleBrute. Good news, neither of those two techniques are editing quest forms. The majority of voice type conditioning is done through Form Lists, there are only ~100 lines that will leave you with the dilemma "should I modify its conditions, or make a new line". You might try using 'Audacity' or a similar sound editor to tinker with his vanilla lines until you're happy, then simply apply the same settings to each and every voice file. Tools like 'Lazy Voice Finder' will be very useful for finding the lines. If you miss anything, some of the Companions quests may not run properly. ![]() Keeping lots of back-ups and checking regularly in SSEedit for conflicts is going to be essential. ![]() Unfortunately, doing it this way, you'll end up having to edit some of the vanilla companions quests, too, since Farkas's dialogue is sometimes conditioned by his 'MaleBrute' voice type. ![]() How that's done may need to be altered, but it needs to be looked at in case it causes issues with your mod.Ĭheck the use info for the male brute voice type to point you at all the quests that use it. I think it's after the end of the main Companions quest. ![]() Then you'll have to find out at what point Farkas becomes available as a follower. I'd make a standalone follower dialogue quest for the same reason. You'll also avoid the risk of Farkas's new voice being used on occasions by other NPCs. That way you'll not have your work over-written by any other mod that edits any of these quests. I'd go with a unique new voice type and then replicate all of the relevant vanilla dialogue quests so that you can add all of the new NPC voice files into them. It'll be the 'shared' dialogue that will be a real headache.įor example, The 'DialogueGeneric' has 'Hellos' spoken by the 'MaleBrute' voicetype. Lines spoken uniquely by Agmaer, Farkas or any other NPC won't be a great problem once you've found them all. I'd say that with or without a new voice type, you'll end up editing a number of vanilla quests, but I'd prefer a new voice type.
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