or http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9028 at PES
The skinny; A combination of my old dialogue mods with a little extra thrown in. Adds new responses to the 'little secret' topic, the 'services' topic, new slave greetings and an alpha of something I call 'Quest Persuasion'.
Adds over 100 new secrets to the 'little secret' topic, filtered by race, class and faction
Examples;
Spoiler
NPC Race = Khajiit
'Dar' in a Khajiti name means 'thief,' but this should not alarm you. 'Dar' is like the Nordic 'Clever Hudvar' or the Breton 'Arnand the Fox.' A Khajiit with 'Dar' in his name is clever, and maybe clever with his hands, but not always a thief by odd Imperial property customs.
NPC Race = Dunmer
Red Mountain dominates the minds and spirits of Dunmer. It looms high above the horizon in all northern settlements. It is sacred, and a site of pilgrimages - that is, folk travel to shrines on its remote flanks, but the Ghostfence prevents any travel to the peak and crater themselves.
NPC Faction = Mages Guild
Before the Guild came here, magic was the preserve of the few. All the Houses had their mages, of course, and villages might have had a hedgewizard or two. But nothing respectable. Conjurers and warlocks were branded necromancers - hunted down and burnt at the stake by the Temple.
NPC Class = Archer
Darts and throwing knives don't pack much of a punch, but they're lightweight, easily concealed and leave you with a hand free to carry a shield or torch.
'Dar' in a Khajiti name means 'thief,' but this should not alarm you. 'Dar' is like the Nordic 'Clever Hudvar' or the Breton 'Arnand the Fox.' A Khajiit with 'Dar' in his name is clever, and maybe clever with his hands, but not always a thief by odd Imperial property customs.
NPC Race = Dunmer
Red Mountain dominates the minds and spirits of Dunmer. It looms high above the horizon in all northern settlements. It is sacred, and a site of pilgrimages - that is, folk travel to shrines on its remote flanks, but the Ghostfence prevents any travel to the peak and crater themselves.
NPC Faction = Mages Guild
Before the Guild came here, magic was the preserve of the few. All the Houses had their mages, of course, and villages might have had a hedgewizard or two. But nothing respectable. Conjurers and warlocks were branded necromancers - hunted down and burnt at the stake by the Temple.
NPC Class = Archer
Darts and throwing knives don't pack much of a punch, but they're lightweight, easily concealed and leave you with a hand free to carry a shield or torch.
Originally the 'services' topic simply had one response per city, regardless of where you where. This was pretty immersion breaking. Now Npcs will respond according to where they are, giving a better sense of place and making the game less robotic. Vivec is now included since my old 'good service' mod.
Example;
Spoiler
So say you're in Hlaalu Council Manor, and you ask about services. Originally, npcs would respond;
'Go to Hlaalu Council Manor for House Hlaalu services. Temple faithful go to the Balmora Temple. Outlanders go to Fort Moonmoth for the Imperial Legion and the Imperial cult southeast of town. Try Balmora Fighters Guild or Balmora Mages Guild. Morag Tong offers services. Better shops are in High Town on the hill. Plenty of merchants in the Commercial District, east of the river. And a few traders in Labor Town, west of the river.'
Now, they will respond; (filtered for pc House Hlaalu, natch)
'If you want to do business with the clan, you've come to the right place. The Temple faithful go to the Balmora Temple. Outlanders go to Fort Moonmoth for the Imperial Legion and the Imperial cult southeast of town. The Morag Tong offer services. The best shops are here in High Town. The Mages Guild and Fighters Guild, and plenty of merchants, are in the Commercial District, down the hill. And a few traders in Labor Town, west of the river.'
'Go to Hlaalu Council Manor for House Hlaalu services. Temple faithful go to the Balmora Temple. Outlanders go to Fort Moonmoth for the Imperial Legion and the Imperial cult southeast of town. Try Balmora Fighters Guild or Balmora Mages Guild. Morag Tong offers services. Better shops are in High Town on the hill. Plenty of merchants in the Commercial District, east of the river. And a few traders in Labor Town, west of the river.'
Now, they will respond; (filtered for pc House Hlaalu, natch)
'If you want to do business with the clan, you've come to the right place. The Temple faithful go to the Balmora Temple. Outlanders go to Fort Moonmoth for the Imperial Legion and the Imperial cult southeast of town. The Morag Tong offer services. The best shops are here in High Town. The Mages Guild and Fighters Guild, and plenty of merchants, are in the Commercial District, down the hill. And a few traders in Labor Town, west of the river.'
Added a variety of new greetings to slaves - instead of the standard 'what are you doing here? what can I do for you?' response.
Added the beginnings of something I call 'Quest Persuasion' - ie unique responses to the admire/intimidate/bribe options if the quest requires you to raise an npcs disposition. Only a couple of quests are included at the moment, feedback is very much appreciated.
Cleaned with tesame.
Enjoy the mod!
History
1.0 - Initial release, superceeds my old 'little secrets' and 'good service' mods