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Extended Guard Dialogue Readme

Dec 6th, 2023 (edited)
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  1. *****************************************************************
  2.  
  3.  
  4. THE ELDER SCROLLS V: SKYRIM
  5. EXTENDED GUARD DIALOGUE
  6. Version 1.0.5
  7.  
  8.  
  9. *****************************************************************
  10.  
  11. Index:
  12. 1. Installation
  13. 2. Description
  14. 3. Configuration
  15. 4. Change List
  16. 5. F.A.Q.
  17. 6. Uninstallation
  18.  
  19.  
  20. *****************************************************************
  21.  
  22. 1. Manual Installation
  23.  
  24. *****************************************************************
  25.  
  26. 1. Unzip the contents of the mod to your Skyrim Data folder. Below is a list of the default
  27. Skyrim installation locations:
  28.  
  29. C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data
  30.  
  31. For Special Edition Edition:
  32.  
  33. C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data
  34.  
  35. 2. Confirm you have the following files in your Skyrim data folder:
  36.  
  37. Extended Guard Dialogue.esp
  38. Extended Guard Dialogue.bsa
  39.  
  40. 3. Run the Skyrim Launcher. Go to Data Files and make sure Extended Guard Dialogue.esp is loaded
  41. after your master files.
  42.  
  43. For Special Edition, open %userprofile%\AppData\Local\Skyrim Special Edition\plugins.txt
  44. and add *Extended Guard Dialogue.esp after your master files.
  45.  
  46. 4. Save.
  47.  
  48. 5. Launch the game.
  49.  
  50.  
  51. *****************************************************************
  52.  
  53. 2. Description
  54.  
  55. *****************************************************************
  56.  
  57. Extended Guard Dialogue gives town guards new things to say. They'll comment on gameplay habits, cleared
  58. locations, world state, and more.
  59.  
  60. Key Features:
  61.  
  62. Dynamic Commentary: Guards remark on your actions throughout the game based on miscellaneous stats that are
  63. tracked, such as rabbits killed, butterfly wings plucked, ingredients eaten, number of potions mixed, and
  64. so on.
  65.  
  66. Recognition of Strength: When you clear a noteworthy location, guards may comment about that and may even
  67. congratulate you for it. This includes locations you've cleared prior to installing this mod.
  68.  
  69. Seamless Integration: Extended Guard Dialogue currently adds over 160 new lines of dialogue for all 3 voice
  70. types used by guards: MaleGuard, MaleNordCommander, and FemaleNord. The new lines of dialogue included in
  71. this mod have been generated using Tortoise TTS and RVC and should be almost indistinguishable from the
  72. original voice acting.
  73.  
  74. Lightweight and Compatible: The only thing this mod adds are new lines of dialogue for guards. It makes zero
  75. edits, making it compatible with other mods that also give guards new lines of dialogue, such as Guard
  76. Dialogue Overhaul.
  77.  
  78.  
  79. *****************************************************************
  80.  
  81. 3. Configuration
  82.  
  83. *****************************************************************
  84.  
  85. You can use the following console command to disable a specific line, if you don't want to hear
  86. it:
  87.  
  88. set EGDChance_### to 0
  89.  
  90. See Extended Guard Dialogue.csv for a list of lines. For example, to disable the following line:
  91.  
  92. "Had some poor sod complain to me the other day, said his neck was bitten in his sleep. Can you
  93. imagine that?"
  94.  
  95. You would need to run:
  96.  
  97. set EGDChance_045 to 0
  98.  
  99.  
  100. *****************************************************************
  101.  
  102. 4. Change List
  103.  
  104. *****************************************************************
  105.  
  106. 1.0 - Initial Release on Nexus Mods and Steam.
  107.  
  108. 1.0.1 - Added ESL flag, compacted form IDs. (SE/AE only)
  109.  
  110. 1.0.2 - Improved the quality of a few lines of dialogue.
  111. - Excluded members of the Companions from trying to use the new dialogue since they seem to
  112. be in the guard faction as well.
  113.  
  114. 1.0.3 - Added a 4-hour timeout for most lines. Some might be heard again a bit sooner.
  115.  
  116. 1.0.4 - Added an extra condition to the Fallowstone cleared line to only trigger after the player
  117. clears Fallowstone during The Cursed Tribe.
  118.  
  119. 1.0.5 - Fixed an issue with the conditions on EGD_040.
  120.  
  121.  
  122. *****************************************************************
  123.  
  124. 5. F.A.Q
  125.  
  126. *****************************************************************
  127.  
  128. Q. What patch level is required?
  129. A. None.
  130.  
  131. Q. Do I need Dawnguard, Hearthfire or Dragonborn or additional plugins like SKSE?
  132. A. No.
  133.  
  134. Q. Why am I not hearing any new lines of dialogue?
  135. A. You may not hear many new lines at the start of a new save, but as you play the game and change
  136. the world you should start to hear the new lines. See the Extended Guard Dialogue.csv file for a
  137. list of new lines and their associated conditions. Also, double check your load list to make
  138. sure you've actually loaded the mod.
  139.  
  140. Q. I don't want to hear a specific line of dialogue. How do I disable it?
  141. A. Use the console command in section 3 above.
  142.  
  143. Q. Why am I not hearing dialogue about a location that's still marked as 'cleared' on the map?
  144. A. There's dissonance between how the 'GetLocationCleared' condition function on the dialogue works
  145. and how the map flags locations as 'cleared'. If the boss and enemies have respawned, guards will
  146. stop talking about that location as having been cleared even if the location is still marked as
  147. 'cleared' on your map.
  148.  
  149. I believe loading a cell that belongs to that location updates the 'cleared' flag on the map. The
  150. 'GetLocationCleared' console command also returns whatever the map shows, not the value of the
  151. condition function. The default respawn time is 30 days, so generally speaking, guards should
  152. comment about a location you've cleared for the next 30 days after clearing it.
  153.  
  154.  
  155. *****************************************************************
  156.  
  157. 6. Uninstallation
  158.  
  159. *****************************************************************
  160.  
  161. Extended Guard Dialogue does not contain any script files so removing it mid-playthrough shouldn't
  162. cause any problems. If you want to remove the mod permanently:
  163.  
  164. 1. Close the game.
  165.  
  166. 2. Remove the Extended Guard Dialogue.esp and Extended Guard Dialogue.bsa files from your Skyrim data
  167. folder. By default this should be either of the following locations:
  168.  
  169. C:\Program Files\Steam\steamapps\common\skyrim\data
  170.  
  171. or for 64-bit Windows:
  172.  
  173. C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
  174.  
  175. 3. Remove Extended Guard Dialogue.esp from your load list.
  176.  
  177.  
  178.  
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