Denizens of Morthal: Moorside Inn Scenes

Поділитися
Вставка
  • Опубліковано 22 гру 2024

КОМЕНТАРІ • 5

  • @Niobesnuppa
    @Niobesnuppa Рік тому +4

    I'm honestly really impressed by how natural these sound. Definitely installing this mod. Have you considered doing something similar for other towns or villages?

    • @SkyrimSplicer
      @SkyrimSplicer  Рік тому

      Thank you very much! I'm a tyrannical perfectionist when it comes to my own creations, constantly nitpicking and sometimes redoing everything anew if even one element seems off. It's one of the reasons it takes me forever to upload anything. 😅
      To answer your question: I've actually been working on a sibling mod that would cover Skyrim's other holds as well as Solstheim for a couple of years now. It's called Kindred Spirits - Dialogue and Character Expander.
      I plan to show more of it once I finish the update/new release of Denizens, which will be called Denizens of Hjaalmarch. Depending on how DoH turns out, it will help me decide the fate of certain elements that I have considered putting into Kindred Spirits.
      Disaster struck at the end of August, however, so I am currently without the aid of my trusty computer. Hopefully our separation will not last for much longer--I really miss the Creation Kit. 💔

  • @finnz7786
    @finnz7786 3 роки тому +3

    This is good

  • @MrFisher150421
    @MrFisher150421 Рік тому +1

    It would be interesting if the werewolf one was available to all NPCs that had those voice types, would be reminiscent of Oblivion generic dialogue (just less weird).

    • @SkyrimSplicer
      @SkyrimSplicer  Рік тому

      I might just do that one day! I want to wait and see how Denizens' sibling mod (Kindred Spirits) turns out first, though.
      Denizens is sort of a testing ground to see which NPC voice types can hold conversations the best. Since I do not see myself using any synth technology to generate voice lines, I still plan to hold to my earliest ideas of how to design and control the radiant conversations I create:
      By figuring out which voice types have the most host-like abilities (meaning that they can introduce a variety of topics and lead the less voluble voice types into conversation), and (by controlling the schedules) ensuring that potential host NPCs are able to be present in key locations so that the most conversations can be heard.
      I have long wished to have the NPCs react to certain faction-related events, but if there is one thing that I learned from the Elder Scrolls: Oblivion, it is that there MUST be other idle conversations mixed in, otherwise the rapid repetition of certain conversations may become irritating if the pool of available conversations is too limited. 📝🤔