The biggest contributor to the uncanny valley effect probably lies in the lip syncing itself. Maybe it's just me, but talking NPCs look as though some omnipotent invisible puppet master is just pulling FaceGen sliders a la the character generation process. It's kind of weird to see a Redguard change his brow, eyes, and cheeks whilst speaking, but to notice that his nose has been in the exact same position on the screen the whole time. All we can do at this time (other than scrapping voiced dialog entirely, which I wouldn't mind in the least) is to throw in some additional animations and reduce the zoom a bit. There should probably be some slight threshold to the camera's lock on their head, too - instead of your view jerking with the slightest nod in the NPC's head.