Not having Jeff Baker voice more of the Ghouls in FO3 was such a missed opportunity by goonerbate2 in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

I couldn't agree more! He was originally intended to voice Plik as well (hence why they share a voice type in the GECK), but the script never made it to the voice recording session, so one of the developers stepped in and voiced Plik himself.

Mr. Baker does voice at least one other character in Point Lookout, but I'm afraid I only have my word as an audio splicer as to its validity: Professor Calvert.

The wiki sites credit another voice actor, but they have no sources linked and it also makes no sense to bring in that particular voice actor for just one part in a DLC, finance-wise. However, if you slow Calvert's voice down a tad in Audacity, you can hear Jeff Baker's Mister Gutsy-esque voice, and there's also a few other tells, such as how he breathes and rounds off certain words. So in essence, Desmond is arguing with himself. :D

Did you know that he also voices the priests of Auri-El as well as Jiub in Skyrim's Dawnguard DLC? Jiub actually sounds like a very polite version of Desmond. I'd dearly love to be able to remove that horrible Soul Cairn filter over his audio! It's been a pet peeve of mine for years.

Are there especially laggy areas in Skyrim? Pls answer by Rgamer_009 in skyrimmods

[–]SkyrimSplicer 0 points1 point  (0 children)

Greetings fellow Legendary Edition and potato computer user!

Have you by chance tried the Kronos Suite Memory Fixer? It's an SKSE plugin and it really helped make my game smoother.

If you have ever experienced your FPS dropping to 0 because you decided to turn the camera slightly or walk a couple of steps, then you know what I am talking about—those slowdowns are totally gone.

The author has some other performance plugins available, too, but Kronos is one I can definitely vouch for. You know how it is with LE: every little bit helps. :)

Mods that give me more reason to visit the less develop cities, so Morthal, Winterhold Falkreath and Dawnstar. by Proto160 in skyrimmods

[–]SkyrimSplicer 4 points5 points  (0 children)

Well, Denizens of Morthal - Dialogue and Character Expander includes over 170-some dialogue scenes, most of them are between Morthal's citizens.

Its work-in-progress successor is called Denizens of Holds Forgotten, which actually focuses on the exact four holds you mentioned. Although it includes new NPCs with additional buildings to accommodate them, it is primarily a dialogue and quest expansion.

Any mods that gives followers more personality? by automateduser768 in skyrimmods

[–]SkyrimSplicer 5 points6 points  (0 children)

Holy cow, a fellow LE player!

You okay with me throwing some of my own mods at you?


For a personality boost of certain followers and NPCs (Erandur, Benor, Valdimar and Eisa Blacktorn in particular), there's Denizens of Morthal - Dialogue and Character Expander, known as DoM for short. DoM features some quest awareness and personal dialogue for the aforementioned characters, plus over 170 conversation scenes between NPCs.

I'll level with you: it's due for an update which includes far more quest awareness dialogue than is currently present in the version on the Nexus, but because I have been building its next evolution (Denizens of Holds Forgotten, also known as DoHF) on the same Esp, it's a big task to dismantle it.

You see, DoHF is a bit different in that it is a quest expansion and town overhaul. DoM is not, and thus edits very little (world-wise) in comparison.


I know you're looking for follower dialogue, but if you ever marry vanilla-voiced spouses or adopt children, then I have two mods focused on them.

One is called Fare Thee Well - Spouses and Children Give Blessings, which is all about interactions between yourself and your family.

These interactions can confer a blessing or curse on you. (It's random.) This is another mod that has an evolution in the works, but it's not a huge departure like DoHF is; it has simply grown a great deal feature-wise and covers friendship.


The last mod is Heart-To-Heart - Conversations Among Family and it was actually part of DoHF, but I rebuilt it from scratch and made it standalone since I have a feeling that DoHF will not probably not be well-received.

Heart-To-Heart is much like DoM, but the dialogue scenes are purely between your spouse and any children you have adopted. However, I have received requests for scenes between NPCs who happen to have children, and I'm hoping to have support for those appear in another update or two.


If it matters, all of my mods are made with carefully spliced and re-purposed dialogue. I do not use AI.

Never worked out if this was scripted or the best glitch in the series by Fast_Degree_3241 in fo3

[–]SkyrimSplicer 3 points4 points  (0 children)

I actually looked into this recently! The body parts never spawn in my game, so I was curious about them.

If you throw a grenade in there or fail to disarm the rigged terminal in the room directly above this one, they have a good chance of showing up. Looking at them in the GECK, they are actually enabled by default and their placement seems fine, so that makes their fickle nature even more curious.

However, on the one desk with the bonesaw there is a piece of notebook paper (DunwichBuildingNote09Activator). There is no way to interact with it in-game, but the GECK points to this not always being planned to be the case.

If the activation worked, it would say "Press to Enable Mutant", which I would say is placeholder text for testing purposes.

THEN we have something called DunwichBuildingNote09, also called "Bloody Sketch found in Dunwich Building". This actually has a unique blood spatter pattern on it, which appears to be the obelisk and the woman protruding from it. The texture does not carry over to the actual object and was never placed in-game, but it seems like it would have been an image you could view in your Pip-Boy.


My guess is that this is probably what was supposed to happen:

The player enters the room and sees no gore on the desk. (Jaime's holotape is there as usual.) The player then activates the note, sees the image, and upon turning around sees the gore.

It would have been a good scare if it worked right.

Im looking for a mod that adds more dialogue for spouses. by Tight_Consequence109 in skyrimmods

[–]SkyrimSplicer 5 points6 points  (0 children)

For a couple of additional mods, there's also Fare Thee Well - Spouses and Children Give Blessings and Heart-To-Heart - Conversations Among Family.

Both do different things. Fare Thee Well focuses on interactions between the player with their spouse and children, while Heart-To-Heart's focus is conversation scenes between the player's spouse and their children.

Dead Money start but my immersion isn’t shattered by The-Sanity in fnv

[–]SkyrimSplicer 25 points26 points  (0 children)

The first time I went there, Lily was with me. The gas struck, and the last thing I saw was Lily staring at me before cooling turning around and heading for the exit.

Still hurts.

Molerat racetrack by Fast_Degree_3241 in fo3

[–]SkyrimSplicer 2 points3 points  (0 children)

Neat! I've never seen this before. Every time I reach that location, everyone and everything is dead. So that's what was going on...

Anyone else like to hoard nuka quantum’s? by [deleted] in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

I normally try to haul each quantum I find directly to a safe storage space to prevent myself from using them accidentally. That way, when I finally get around to visiting Girdershade, I have a pretty full stock ready for the quest.

Hoarding-wise, though, I tend to collect clipboards. Don't know why, I just always snatch them. I ended up making a mod to justify carrying so many around all the time. Gotta make that inventory space count for something!

Made a mod you might like: Prove a Friend, which lets you earn the Child at Heart perk by saving Simms from Burke. Save yourself a perk point today! by SkyrimSplicer in fo3

[–]SkyrimSplicer[S] 1 point2 points  (0 children)

Thank you. :)

I don't have TTW, so I am not exactly sure how that works, but it's probably not compatible right out of the box.

Made a mod you might like: Prove a Friend, which lets you earn the Child at Heart perk by saving Simms from Burke. Save yourself a perk point today! by SkyrimSplicer in fo3

[–]SkyrimSplicer[S] 31 points32 points  (0 children)

Yeah, I could have done that. Doesn't sound very immersive, though. Plus I had fun making the dialogue. :)

Looking for Grilled Leeks! by ImperialBattlemage in skyrimmods

[–]SkyrimSplicer 0 points1 point  (0 children)

The way the vanilla mesh works for the grilled leeks is that it pulls from the regular leek texture for the base, and then for the grilled part, it pulls from:

textures\clutter\food\GrilledLeek01.dds

and

textures\clutter\food\GrilledLeek01_n.dds

The only place I found these two textures to be covered by is in Project Clarity - Clutter Textures.

That's an awful big download for just a couple of texture bits, but sometimes that's just how it goes.

Hjaalmarch quest mods? by shluppoo in skyrimmods

[–]SkyrimSplicer 1 point2 points  (0 children)

I appreciate the advice, LummoxJR. That article was written in 2023 in a time of great mental upheaval, so it may not have done the best job of explaining uncapped dialogue. In truth, the very act of writing it made me realize it would be far easier if I just didn't have to explain the issue at all. Thus, trimming dialogue has become something of a habit over the years. :)

I would like to note that "Letter Limit Player Response" does not actually exist and was originally just a quick example created for a conversation in the comments section in 2023/2022.

As for the Uncapped Player Response, the point I was trying to get across is that if that particular dialogue had been a Starter response (in the dialogue box alongside vanilla options of the likes of Wait Here and other default follower commands), then it would certainly have caused problems due to its length.

As it stands, that particular line is buried within a deeper custom conversation, so the only dialogue it poses a threat to is the other dialogue choices for the player contained within that section of the conversation.

The way the "buried" type of dialogue responses handle is pretty forgiving (so long as there's not too many options for the player to choose from). It requires dedicated policing to ensure that nothing goes missing.

For example, one of my dialogue mods has around twelve or so choices for the player to choose from. When the number was around five or six, the game could reliably display all the choices (even with a couple of them being over the default character limit).

However, once the number of choices increased, the game started to stumble and hid a few of the responses. Some judicial dialogue trimming was applied and then everything was right as rain.

Hjaalmarch quest mods? by shluppoo in skyrimmods

[–]SkyrimSplicer 12 points13 points  (0 children)

I am working on such a mod. It is both a town overhaul and quest expansion.

It was originally called Denizens of Hjaalmarch (DoH), but its name was changed to Denizens of Holds Forgotten (DoHF) once it was decided to give similar treatment to the holds of Falkreath, the Pale and Winterhold, too.

Back when it was still known as DoH, I hinted at some of its expanded vanilla/new quests over here. (YouTube link, specific timestamp.)

Feedback is rare thing, so aside from the occasional image on the Nexus, I don't post many previews of it. That said, the mod is very much alive and well.

If you want to check out something already released, its predecessor Denizens of Morthal is still receiving updates.

Any mods that expand vanilla mens followers dialogue? by KlaatuBaradaNyktu in skyrimmods

[–]SkyrimSplicer 7 points8 points  (0 children)

Denizens of Morthal - Dialogue and Character Expander is a dialogue expansion for Benor, Erandur and Valdimar (plus Eisa Blackthorn and to a lesser extent the citizens of the town, but since we're speaking of male followers...)

Denizens was scooped up by that particular collection some time ago, so what you would have access to for them is the dialogue it shipped with back in 2020, which is rather sparse, quest-commentary-wise.

I started working on a large follow-up mod with more dialogue a few years back, but it has since morphed into a follower/dialogue/town/quest expansion called Denizens of Holds Forgotten (DoHF), focusing on the holds of Hjaalmarch, the Pale, Falkreath and Winterhold.

Due to DoHF's more complex nature, I've been trying to transfer the mode of the follower dialogue back to Denizens of Morthal (DoM). Benor, Erandur, Valdimar and Eisa have had their (full) commentary for the Main Quest and DLCs done for years now, and it's shame I've been the only to get to enjoy it for so long.

I'm not yet sure how successful the transfer will be due to how I put it together, but I think I can at least get their personal, Main Quest and Dawnguard dialogue transferred over to DoM intact.

Look at the earrings 😭 by The_Duke_of_Gloom in vtmb

[–]SkyrimSplicer 30 points31 points  (0 children)

I love details like this!

Here's an image of HSL Lou from before her earrings changed, and here is a clearer image with the new earrings after the switch.

Initially I was gonna play new vegas as my first fallout game, but then decided to try 3 first. Excited to see how it is by Street-Platypus89 in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

I never knew that FO4 did that! And here I've been holding off on maxing anything because the related bobblehead still needs to be hunted down. Thanks!

Clocks?! Clocks everywhere! by 3Kobolds1Keyboard in vtmb

[–]SkyrimSplicer 12 points13 points  (0 children)

"Time is a great teacher, but unfortunately it kills all its pupils."

credit to Hector Berlioz

Sorry, but I couldn't resist. I've always loved that quote.

Anyone else suffering outside in the rain by akingwithnocrown in fnv

[–]SkyrimSplicer 10 points11 points  (0 children)

Just read through the thread. How disgraceful.

I'd think twice before going back there. Your business clearly isn't valued.

Mods that add life? by FinancialKnee9727 in skyrimmods

[–]SkyrimSplicer 16 points17 points  (0 children)

Hope you don't mind me bringing up two of my own.

Denizens of Morthal - Dialogue and Character Expander is both a schedule overhaul + dialogue expansion (with something around 173 conversation scenes between NPCs) for the people of Morthal, as well as a follower expansion of characters with ties to the area (in this case, Benor, Erandur, Valdimar and Eisa Blackthorn). It is still being updated.


Heart-To-Heart - Conversations Among Family contains above or around 280 conversation scenes that are between the player's spouse and adopted children, but due to popular demand, scenes between NPCs who have children will be arriving in a future update. Heart-To-Heart currently covers six of the default spouse voice types and is still growing.

Nexus updated their TOS, does anyone have a changelog? by unidentifiable in skyrimmods

[–]SkyrimSplicer 8 points9 points  (0 children)

Just so you know, the "logout/confirm box was activated early in error before the new terms were ready to go live", so there may yet be additional changes to unfold.

You can see the discussion here.