The purpose of this thread is to help folks find Skyrim mods. Inquiries can fit into several categories, such as:
-An idea that you think would be good for a mod – is there such mod already out there?
- A known mod that you are considering – anyone here at chorrol used it and had good/bad luck with it?
- Trying to pick from among several mods that do sort of the same thing. Which one is best – or at least what are some experience-based considerations.
*
Naturally, I currently have something in mind, so here goes:
I very much miss my ‘Innocent’ voice set that Buffy uses in Oblivion. It used triggers and comments inspired by the Baldur’s Gate series. I recall that SubRosa used the same mod only with differing voice sets such as Imoen or Viconia. Anyway, I’m looking for something similar for Skyrim. I know that battle taunts are part of it and that's okay, but I’m actually more interested in non-fighting comments. I seem to recall Grits mentioning using http://www.nexusmods.com/skyrim/mods/51387/. The support and level of endorsement for the mod on Nexus seem good. Before I try it, any comments on this mod or ideas for one that might suit my purposes better?
I do not think I have ever heard of it. But I would love to hear how it works if you try it.
This is a great idea for a thread! ![]()
I still use the player voice mod Acadian linked for Marius and Zanimal, and I still like it. I seem to recall most of the comments are battle oriented. The only complaints I have is that sometimes I hear a treasure comment when I’m getting something good out of storage at home or out of a saddlebag rather than looting out of a chest, and occasionally a taunt gets fired off before I actually see the enemy.
I plan to use it for Darnand and Lildereth this winter since their voices are included. Acadian, the Female Young Eager voice (like Jordis and Ysolda) might be nice for Buffy. I’ll try it out on Sofe just to check if there’s anything weird since I have that mod installed in her game already. It’s very easy to switch voice types or disable the mod entirely through the Mod Configuration Menu. Right now Sofe is using Serana’s voice. That set does a LOT of combat grunting.
OK, I ran Sofie through some adventures tonight. As I thought there aren’t many voice events other than combat for this mod. Entering a town, casting a spell, going into sneak mode, general chatter and such are not voiced.
I looked around a little and it seemed that nanahane’s http://www.nexusmods.com/skyrim/mods/21215/ has more voice events, and people have made their own voice sets to use with this mod. So maybe replace the wav files with Buffy’s voice from Oblivion? The drawback for me is that as far as I could tell you can only use one voice at a time with nanahane’s mod. Not a problem for Buffy of course, but you can imagine the arguing in Jerric’s world.
I’m interested to hear if anyone has tried this one or used it to make a voice set of their own.
Well if you did go the route of replacing the sound files with other ones (like from Baldur's Gate), you could just make multiple versions of the mod, one for each voice. Then enable whichever one is appropriate everytime you start the game.
*smacks forehead* That’s a great idea! Or just use different profiles. Thank you, SubRosa!
Thanks so much to both of you! This morning I installed PlayerVoicesets and it is working fine. Sure enough, young/eager is the best option for Buffy (Grits, you know her well).
Tinkering with the additional voices mod to swap out wav files is beyond my comfort level, so I'll stick with the simple mod for now.
I would be interested to see if either of you have good luck doing that though.
Thanks again!
I love this idea for the thread, Acadian! I've had a few thoughts throughout the course of gameplay but haven't thought to write/tap them down. Of course now I can't think of any of them!
But I will keep this thread in mind and come back when I want to find/locate something.
Oh, and update: Alise and Company are now relaxing in Falskaar after completing the mod's main quest. I have to say that that was the most rewarding quest/new land mod I've ever played, between Skyrim and OB. The MQ isn't so much fetch-and-carry and save-the-world-by-yourself-while-everyone-else-sits-on-their-arses as it is more a collaborative effort between the PC and some of the key NPCs in the mod. Not to spoil anything but I really enjoyed the MQ here as Alise and Co. got to interact more with the NPCs on a collaborative scale. Now that that's done, Alise and Co. are mopping up a few side quests in this beautiful land that reminds me so much of upland Colorado/Wyoming with the aspens and the bears and the elk.
Rider - Thank you! I went to Nexus and looked at that Falskaar mod. It looks wonderful! I quite like the idea of adding whole new world spaces to explore. I've added it to my tracking list to come back to later.
As an illusionist, Buffy quite misses her 'command' spells from Oblivion. In fact, she'd happily dump all the frenzy, calm, fear and invisibility effects just to have a command spell. In Dragonborne you can make 'command' spiders that you toss at your foe to accomplish this so I know the effect is in the game somewhere. The Bosmer racial perk power and spriggan abilities are further evidence that the game can certainly deal with 'command' as a magical effect. No luck searching for a simple mod that provides such a spell at Nexus though. Not really looking for a magic overhaul at all, just a mod that pretty much just adds command spells. If anyone knows of one, I'd love to hear about it.
I’m glad Buffy’s now able to speak her mind! ![]()
Rider, it’s good to hear that about Falskaar. I have it installed in Sofie’s game and she’s already made a plan to explore what I know will lead her there. She just has to fulfill her promise to Ma first.
I’m also interested in a set of Command spells, Acadian. I don’t know of a mod, but I poked around a little in the CK to see what’s already there. It’s way over my head of course, but that’s where I’m used to starting.
I’m thinking of a targeted spell like the Oblivion spells, not the area effect that (I think) the existing Shouts and Bosmer power use. It would be great if someone found a mod already made!
I tried Player Voicesets, and didn't much like the options. So that quickly got deinstalled. I am currently working on Additional Player Voices. I created three voice sets for it: Viconia, Imoen, and a Sassy voice for BG2. Now I am going to try them out to see how it actually works.
I'm with you, SubRosa. After a time of using Player Voicesets, I deactivated it. If you ever do sort out how to get something closer to what we used in OB, let me know.
My short trial run found that when they voices play, they are much quieter than they sound when you play them back outside the game. So you need to amplify the volume on all of them. I am going to try doing that with the three voices I made. But first I am going to eat something, and watch Ragnar and Lagertha kill people.
However, quiet voices aside, it is nice to hear good old Viconia and Imoen once more. Good on me if I saved the day!
As you know, I'm used to 'Innocent' as the speaking voice for Buffy, but Imoen could certainly work in a pinch. The real beauty of the OB mod was that it used BG cues to make the voices go (instead of *ugh* taunts). Buffy is way too skittish to taunt anyone while fighting, but I sure did enjoy her OB comments on the weather, pretty stars and night, successfully unlocking things, entering sneak, entering a town. . . .
It is actually very easy to create new sound sets with this. All you need are the original sound files. Since it uses .wav files, which is the most basic sound file type, that makes it even easier. There are over a dozen different sound events, and each has a different folder that is clearly named. Such as Bowshowt, which plays when you fire a bow, and so on. Each folder can have 10 sound files in it, and again, they are simply named - bow1, bow2, etc...
So you just take your original files, copy the ones you want to the sound event folders you want, and rename them. I discovered that if you only have 1 sound file, it will only play one time in 10 when that event happens. So if you want to hear a sound played every time you fire a bow, you have to make 10 copies of the file, and number them bow1 - bow10. If you only want to hear it half the time, make 5 copies, and so on. This is actually rather nice, since it lets you control the frequency that you hear something.
I amplified Viconia and Imoen, and am back to do more testing. So far so good.
Yes, because I took some of the Imoen .wav files from BruceVayne's Oblivion Soundset mods and used them for this mod as well.
Has no one played with Sofia yet?
Are you talking Sofia the spellsword fully voiced follower? If so, yes.
mALX - Lol. I just wanted to make sure we were talking the same thing. Yes, that is her. Sofia is a wonderfully custom-voiced Nord, with a rather irreverant sense of bawdy humor and a taste for mead. She has plenty of funny comments about all kinds of things. She also sings! She delightfully forgets and makes up her own words to songs sometimes but, in all seriousness, her singing voice is stunningly good. Better than Lisette (whose singing I can listen to for hours). She has plenty of nice touches, like whispering when you're sneaking.
Sophia is a spellsword - which is a perfect complement to Buffy. We give her a sword for one hand and let her cast destruction spells with the other. You can set her own horse for her if you want her to ride with you, but I can't comment on that - I use Convenient Horses which takes care of that.
You get a 'summon Sofia' spell which can be handy.
Overall, she is a good companion, as long as you are prepared for her tongue in cheek style and manner of poking fun at things.
I have my first three soundsets done - Viconia, Imoen, and Sassy. The last one is not doing a lot for me. I think it worked better for Baldur's Gate. I went through my old BruceVayne Oblivion Soundsets, and pulled out some of those that I might convert as well. There were a few I liked overall, but had one or two lines that drove me nuts, like the paladin shouting "For the Needy!". I could skip those lines in the Skyrim version, and maybe actually want to use them.
I put Innocent in the list Acadian, I will try that one next. I am not sure if I want to upload the 3 I have now as a single mod, or wait until make all that I have the gumption to do and the put them all on the Nexus in a single upload. It isn't difficult, but it is tedious and time-consuming.
In the meantime, if anyone wants to try out the three I have, PM me, and I'll email it to you.
Gosh, I was just kind of hoping to hit you up for a copy of the Imoen one once you got it going okay. If you actually get to Innocent, I'll adore you forever!
I'm still ever so grateful for that set of buckskin greaves that you retextured to black for Buffy in OB so very long ago. ![]()
I'll give you some time, then PM you and see how things are going.
Don't feel bad. At one time I was pretty good with Oblivion's scripting. I used several mods with scripts I created myself, like my ferryboat mod. But Skyrim's scripting makes no sense to me at all.
Additional Player Voices for Skyrim gives you about a dozen or so events that you can map sounds too. With up to ten sounds per event, that gives you a lot of diversity. I find the big problem is actually finding that many different sounds. Most of the events in my voice sets only have one to two different sounds. It was only making the Innocent set today that for the first time I had a dozen sounds for one event, and actually had to cut a few to get them down to ten.
I have only been playing with it for a few days, but so far APV has been really good. It has events for most things you do, like mounting a horse, discovering a new location, leveling up, skill increases, going into combat, drawing a weapon, etc... It only seems to be lacking in a few things, like a sound event for picking a lock/pocket, or becoming over-encumbured. It would also be nice to have a sound that would kick in when you are idle for a certain amount of time. I have no idea how you would add those events though. Skyrim's scripting makes as much sense to me at Sanskrit. But even lacking those, it is far an away my favorite choice of the voice mods out there.
I did some testing, and found it picks which sound to play in an event folder at random. Even if you do not have a .wav file for a particular 'slot', it might pick that one. In which case it just doesn't play anything. So if you only have one file, you will only hear a sound about once in ten times on average. If you want to hear something every time, you need to make 10 copies of your .wav file in the event folder. Even then though, I found that sometimes it still doesn't play a sound. My guess would be the script is getting butterfingers.
I have discovered that you don't need any .wav files in the event folders. You can leave some blank, and the mod will simply not play anything when that event happens. So no worries about breaking anything if you don't want a sound for some things. Which brings me to two events I am not sure about Bowshot and Crossbow. Both play a sound whenever you fire the particular weapon. But do you really want to hear your character say something every time you shoot? That would seem like it would get repetitive really fast.
Hey SR, can you tell me which of your body/face textures you allowed to overwrite? I'm didn't allow any to overwrite till I could ask you, and although she looks good - not as good as she should with those high res textures; and in some lights or places her skin shows an odd pattern.
No neck seams though! I've got some pictures of her, will post them as soon as I can.
Just thought I’d follow up on my quest to bring Buffy’s ‘Innocent’ voice that so defined her in Oblivion to Skyrim. We're now complete, except for a couple possible fine tunes.
I’m happily using the ‘Additional Player Voices for Skyrim’ mod. Thanks to SubRosa for leading the way at both sorting out wav files and what goes in which file, I’ve manually added the appropriate wav files for ‘Innocent’ to the mod and it is working wonderfully.
Yay, that's great news!
Perhaps someone can help me - I'm looking for a mod that'd make dungeons darker. Most of such mods on Nexus either rely on something called ENB (I don't know what this is but I'm obviously not an ENB user), either they are outdated or don't cover DLCs. So does anyone know of any simple mod that'd make dungeons darker without editing anything else?
Another mod I'd be interested in, is more NPCs in Skyrim. Once again, there are a lot of them on Nexus, some look great at first, but they were updated for the last time in 2012, for instance. So if someone's been using any such mods, I'd appreciate some help.
I had another question but can't think of it now. Dementia, I guess.
For darker dungeons and interiors I use http://www.nexusmods.com/skyrim/mods/17802/. It does a whole lot of stuff but it was pretty simple once I decided what to use. There’s a lot to read on the mod page.
For NPCs I use http://www.nexusmods.com/skyrim/mods/36334/ (not to be confused with Interesting NPCs which I don’t use), http://www.nexusmods.com/skyrim/mods/12977/ no-battles version (due to my fragile laptop not liking battles), and http://www.nexusmods.com/skyrim/mods/17823/ to add a little life to Skyrim. The last one only adds twelve potential follower NPCs, but they wander around based on schedules so it’s neat to pass them in taverns and on the road. I particulary like the NPCs in this mod because although they are attractive they still have a look that’s true to the original game.
http://www.nexusmods.com/skyrim/mods/50376/ also adds NPCs to the world, with sometimes odd results. One of my characters left home only to meet her steward Marcurio strolling down the road minutes later. He was supposed to be teaching mage stuff to her children.
Thanks, Grits, I downloaded Climates of Tamriel (loose files edition) and installed only those mods that I want. I also added snow to entire Skyrim, which was one of my questions that I forgot to ask earlier, so another thanks for this!
I also downloaded Inconsequential NPCs and Companions & Followers. Although I got a warning that Skyrim will CTD if loading C & F without the ApachiiHair.esm, the game loaded fine. I suspect that instead of modded hair these followers will have some sort of vanilla hair.
I am curious if anybody has made anything that addresses footfall sounds?
In Oblivion if the PC equips light armor shoes, footfalls make one sound. If they equip light armor boots, they make another sound, and if they equip heavy armor, it'll be a very metallic sort of sound. See what I mean? Maybe PC is different, but on Xbox, all footfalls sound the same; kinda like modern wingtips or sneakers.
I don't recall a mod for foot step sounds, but one of my foundation mods is http://www.nexusmods.com/skyrim/mods/22745. It does what the name suggests, and adds footprints to not only the player's steps, but also all the npcs and animals.
Oh good, Footprints. Hah,http://www.nexusmods.com/skyrim/mods/22745/? That's definitely going to be a Must-Have. I wonder if there is an Oblivion version....
EDIT: Found it! It's calledhttp://www.nexusmods.com/skyrim/mods/50109/?. monkeyoneyes over at Beth's forums found this mod, actually.
I'm looking for a mod to eliminate the annoying barking of dog companions. There seem to be several out there. Some silence the barking but leave the animation. Some substitute a different animation for the bark/bark animation. And the more popular ones seem quite old. Given all that, I'm looking for a recommendation of what seems to work well.
The Nexus is down right now, but off the top of my head I’m using Unique Dogs quieter version which replaces some of the bark animations with silent ones. It works perfectly with my Ulfe mod and keeps her from constant barking as well. Of course it also gives the named dogs different appearances, which I quite like. I believe there is a silent version which supposedly replaces all of the bark animations.
There’s also a new mod that might be worth watching, again just from memory I think it’s called Stealth Dogs or something similar. It seemed to be the successor to Hush Doggie.
And finally if you decide to allow some barking, I find that Deeper Dog Bark makes it much easier on the ears.
Oh, thanks, Grits! That new mod you mentioned seems the answer. I studied the old 'Hush Doggie' mod and found that it really did need an update. Users even spelled out how to do the update. This new mod 'Sneaky Canines' is exactly and simply that: Hush Doggie with the update that the original modder never added. I'm going to try that and see how it works.
Buffy fell in love with an armored husky down in Ft Dawnguard and wants to get it as a 'pet' for Superian. We'll see how it goes.
Update on barking dogs. I've installed and am using the 'Sneaky Canines' mod and it is wonderful. Buffy asked one of the DG huskies to tag along to try it out. Because of that darn vanilla barking, we've never really given dogs a fair shot and will say that I find their personality/presence and animations quite endearing. This mod eliminates the barking except when the dog alerts and enters combat - then he gives a nice single bark. I think Buffy will continue to favor forest creatures that are summonable, but this is certainly a great simple mod if you like the dogs but just don't want the excessive barking.
never mind. Not really a mod question
I need some help with ENB. I need this mod to get http://www.nexusmods.com/skyrim/mods/9494/? working, and in general it seems a lot of mods require ENB. Problem is, which version should I choose?
http://enbdev.com/download_mod_tesskyrim.htm. Well, one of them, anyways. Info is so confusing to navigate with this mod.
At the bottom of the page it says this....
My reading of the WZ installation notes is that you don't need ENB. All it's saying is that if you do have it, you'll need ENBoost to reduce its memory requirements, because WZ is also a memory hog.
Since ENB is just graphic "enhancements" - i.e. effects for the sake of effects - it doesn't make any sense that it would be a pre-requisite for a non-graphic mod.
Try it without ENB at all.
You're awesome ghastley. I will try this later when I get home!
There's just one reason that ENB alone might help, and that 's if it moves all the video memory to 64-bit space. It can't affect whether the game itself uses memory above the 3GB limit for a 32-bit application, but it can get the video part out of the way.
If Skyrim itself now runs 64-bit, it's all moot. Since nobody's talking about 4GB patches, I'd suspect that's the case.
WARZONES turned out to be really buggy. I tried it without ENB, but I had all the other required stuff installed: UGrids (something like that), and of course SKSE and SkyUI. No ENB though. It really started getting buggy though, like I said. Soon as I got to an area which had a battle going on, I noticed all sorts of things...
> Elk & deer falling from the sky
> My character began floating in the air. And there was this 'swishing' sound.
I've got Wet & Cold and Frostfall installed, and the 'wet' meter was beginning to get light blue. I realized my character was 'swimming', even though she was walking down a road.
> Finally saw a CTD in my game. They're as rare as 2 dollar bills, usually.
Oddly, framerates did not suffer at all. I had 60 fps the entire time all of this was going. And it sucks because it looks like a great mod, but I have no choice but to abandon it for now. Just too much work & headache. Maybe later on I'll try messing with it later. I really like the idea of random encounters most of all.
I found another mod simply called "Civil War" which introduces a few extra battles, so I'm using this for now.
Isn't there a mod (or more than one) that adds more shops?
Never mind. Found it. It's called http://www.nexusmods.com/skyrim/mods/33566/?. Hehheh, finally we can sell some stuff in places which never had merchants during my console days.
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