[RELzWIPz] Interesting NPCs

Post » Mon May 28, 2012 5:17 am

Guess it all depends on how it's used. Stuff like:
This is the finest bar on earth.
Or
Yeah Im definitely going to hell for that.

Wouldnt make much sense, though... Yeah, putting Nirn, or dreamsleave/oblivion/void/dagons deadlands, etc. instead wouldnt have the same ring.

Earth = Nirn
Hell = Oblivion

Petty simple, really.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Sun May 27, 2012 7:34 pm

Updated to 1.47

Zora Fair-Child voiced by Esteris and removed as follower until voices work properly for that.
Added NPC to NPC dialogue for 6 characters, e.g. scenes between NPC's
Added NPC S'vashni at Peak's Shade Tower.

Cheers!
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Mon May 28, 2012 12:17 am

If the matter is interesting the manner should not be important.

This mod looks and sounds extremely interesting. You all are doing a great service to Skyrim roleplayers everywhere with this project. I am definitely trying this. Thank you very much.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Mon May 28, 2012 2:02 am

No issue with hell and earth being used personally, every culture has a "hell", and I just picked up a handful of earth. Ain't it a [censored].

Edited to point out my iPhone auto contracted ain't. Made me lol.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Mon May 28, 2012 12:11 am

Earth = Nirn
Hell = Oblivion

Petty simple, really.
I'd agree with Earth being called Nirn, but people tend not to refer to Earth. It's always about earth the land, not Earth the planet. "The ends of the earth," "how on earth," and "deep beneath the earth" are all things that could be said in Skyrim without being lore-unfriendly because of them refering to land rather than Nirn and it's place in the solar system and so forth.

Oh, and Oblivion isn't hell. People don't necessarily go there when they die, and isn't always considered a bad thing. Oblivion is just the collective term for Daedric planes.

But to stay more on-topic, I really do love the progress that's being made on this mod. I might be getting a mic soon that would be good for voice acting, so I'll be sure to post in here again if I end up wanting to contribute.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Mon May 28, 2012 12:12 am

I think the dialogue for this mod is pretty well-written, but I'm not a fan of the voice actors. The sound quality is a bit so-so.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Sun May 27, 2012 9:00 pm

Earth = Nirn
Hell = Oblivion

Petty simple, really.
I just meant something like " Go to Oblivion!" wouldn't sound like much of an insult, you'd just end up asking them where the nearest gate is, and what they want you to do for them in Oblivion. :tongue: Could always go with the good old "Oblivion take you!" It would be hard to adapt every sort of phrase however. Though....

NPC: "It'll be a cold day in Oblivion, when-"
Player: "Uhh, Oblivion actually is cold."
NPC: "Oh"
Would work, and would be funny.


-Shrug- I suppose if any fic's gonna get language critics it's one like this, though.

Next version should be out soon.
Wasn't trying to be critic or anything, I was mostly just trying to remember examples of misused words I saw in Oblivion mods, and remembered some blatantly odd references to hell/earth in them. Nothing specific to this mod, or its quality. I've been through the thieves guild and didn't even notice the "hell's" there, so no worries.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Mon May 28, 2012 4:59 am

I think the dialogue for this mod is pretty well-written, but I'm not a fan of the voice actors. The sound quality is a bit so-so.

Aside from one or two of the oldest characters, all the voice actors have pretty snazzy equipment - are you talking about a particular character?
User avatar
stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Mon May 28, 2012 4:16 am

Dar'Rakki and Salty Throat, in particular.
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Sun May 27, 2012 3:37 pm

Eh, I thought Jay did a pretty good job with all his characters - he has like five, most of them in the trailer stuff. Of course, we don't use sound booths or whatever the actual skyrim audio guys used, so it's probably not gonna be identical to the original game. -shrug-

I don't think there's much of a solution to that. Fanmade mod and all that... If it's a dealbreaker to have mid-quality audio then I suppose farewell. ^^

Cheers.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Mon May 28, 2012 5:13 am

New videos for voiced characters :

http://www.youtube.com/watch?v=r9gTDBYxopM&feature=youtube_gdata
http://www.youtube.com/watch?v=F_mLbUiRlek&feature=youtube_gdata

Hjoromir's slated to be included in the next version of the mod.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sun May 27, 2012 6:20 pm

New videos for voiced characters :

http://www.youtube.com/watch?v=r9gTDBYxopM&feature=youtube_gdata
http://www.youtube.com/watch?v=F_mLbUiRlek&feature=youtube_gdata
Both very well done. Tell me, since you said they don't use sound booths and such when recording, do you know what kind of enivorment the voice actors usually do their recording in?
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Sun May 27, 2012 5:28 pm

Both very well done. Tell me, since you said they don't use sound booths and such when recording, do you know what kind of enivorment the voice actors usually do their recording in?

They're all fans, so basically it's usually just a silent environment with a good mic - occasionally they do have a little setup used for other things, e.g. recording music or such. Aside from one or two voices, they're all pretty clean in terms of sound quality, which is one fo the things we keep an eye on, alongside whether or not it actually sounds like it fits. :)

Cheers.
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Mon May 28, 2012 12:28 am

This mod looks excellent. I really like the dialogue choices here, nice options for a bit of actual roleplaying here, and just looking at the pictures I can tell that the conversations with these new NPCs will be very atmospheric and unique.
Also chuckled at the "discussion" about using "ain't" in the dialogue. It's nice when completely pointless and unfounded troll attacks are exposed for what they are.

One request. Morrowind had several Daedric NPCs in a few choice places, and I thought that gave the game a really special and otherworldly feeling. And for Oblivion, there was the excellent mod "Integration - The Stranded Light" which tossed in dozens of bizarre characters straight out of Oblivion.
I would love it if you could bring back some of this high-fantasy atmosphere. A reincarnation of Creeper would be the best thing ever obviously, but I guess that's still impossible since there isn't a Scamp model. But one or two interesting Dremora with their own stories for why they ended up in Skyrim would be really cool as well.

Also wouldn't mind something along the lines of a floating human skull called "Mort". Crazy stuff like that was what really got me into fantasy games, but both Oblivion and Skyrim were really lacking in that regard. Skyrim, however, already has a perfect backdrop for characters like that. The world is much more high-fantasy than that of Oblivion, it only lacks the corresponding NPCs.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Sun May 27, 2012 9:26 pm

This mod looks excellent. I really like the dialogue choices here, nice options for a bit of actual roleplaying here, and just looking at the pictures I can tell that the conversations with these new NPCs will be very atmospheric and unique.
Also chuckled at the "discussion" about using "ain't" in the dialogue. It's nice when completely pointless and unfounded troll attacks are exposed for what they are.

The dialogue choices contain various polite and rude options obviously, even some pretty humorous ones at times that each have their own reactions - in most cases you don't really destroy your reputation with that stuff, but the newer characters do have some more interactivity in that regard - and that'll get around to the older ones too, in time. Each of the NPC's is designed to have a pretty in-depth backstory and several interact with other NPCs in their general area so that you can catch them actually doing stuff, like the original ones.

As for the ain't thing - I still don't get what the deal is. Skyrim probably uses it more than people in real life, all things considered...

One request. Morrowind had several Daedric NPCs in a few choice places, and I thought that gave the game a really special and otherworldly feeling. And for Oblivion, there was the excellent mod "Integration - The Stranded Light" which tossed in dozens of bizarre characters straight out of Oblivion.

Sounds fun, I'll have to look up that mod! As for Daedric characters - I've been considering putting in one or two, though preferably it should be in line with the lore, of course. There's already a Dwemer character - a construct, not an actual Dwemer, though it does contain the soul of one - and Dagri'Lon, who is just awesome.

I would love it if you could bring back some of this high-fantasy atmosphere. A reincarnation of Creeper would be the best thing ever obviously, but I guess that's still impossible since there isn't a Scamp model. But one or two interesting Dremora with their own stories for why they ended up in Skyrim would be really cool as well.

Yeah, I wonder if anyone's working on a scamp model? Of course, given that Creeper seems to have been Barbas if the latter's oblivion dialogue is anything to go by, he already is in the game, sort of. (I'm referring to his oblivion line "For a while I was a scamp, making deals with Orcs.")

Also wouldn't mind something along the lines of a floating human skull called "Mort". Crazy stuff like that was what really got me into fantasy games, but both Oblivion and Skyrim were really lacking in that regard. Skyrim, however, already has a perfect backdrop for characters like that. The world is much more high-fantasy than that of Oblivion, it only lacks the corresponding NPCs.

Ah, a floating skull called Mort? Planescape Torment, eh? I have half a mind to have one called Bob, for all you Harry Dresden fans out there. ^^
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Mon May 28, 2012 3:59 am

I wonder if I should do a clean save next time there is a release.
Still greeted in Belathors shop by The Whitewatch tower merchant, as if it where his store. A clean save might change that?

Two other things I've come across:
1. Salty-Throat. Met him in the Winking Skever and one of my response lines was "Your place is a mess", guess he has a boat that is a mess?
2. Duraz Gro-Bashnag, sword for hire. I just entered then exited dialogue, not choosing any reply. Then I went about my business doing the quest Red Eagle. Got back to the in, talked to her again and she then said something along the lines "Thanks for your help. I'll send word to the Orc strongholds....". Either I wiped out something whilst doing my quest, or it is glitched.

Very impressed by all your work team :clap:
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sun May 27, 2012 6:39 pm

I wonder if I should do a clean save next time there is a release.
Still greeted in Belathors shop by The Whitewatch tower merchant, as if it where his store. A clean save might change that?

Probably, I'll tell Kris that happened. It can also help to do a quick 24 hours wait to generally clean up the AI of people.

1. Salty-Throat. Met him in the Winking Skever and one of my response lines was "Your place is a mess", guess he has a boat that is a mess?

Location check missing, I guess. Next version that should be fixed. :)

2. Duraz Gro-Bashnag, sword for hire. I just entered then exited dialogue, not choosing any reply. Then I went about my business doing the quest Red Eagle. Got back to the in, talked to her again and she then said something along the lines "Thanks for your help. I'll send word to the Orc strongholds....". Either I wiped out something whilst doing my quest, or it is glitched.

Will look into that too. :)

Very impressed by all your work team :clap:

Thanks. ^^
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Sun May 27, 2012 4:28 pm

Re the "ain't" debate - http://www.worldwidewords.org/qa/qa-amn1.htm has an article on ain't and its predecessor, amn't. Having played Two Worlds with its stiltedly artificial use of "forsooth", "nay" and other pseudo-medievalisms, I'll take Skyrim's approach every time!

And the voice acting, while maybe not always "perfect", is a heck of a lot better than some of the examples from, for instance, Oblivion.

As for the scripts and quests - (spoiler-free comment follows) I hope there are large areas of back-story to uncover - a conversation in Windhelm made me choke on my coffee almost as much as (years previously) a passing question from a certain Dunmer Alchemist in Oblivion. And the ensuing conversation with a related character made me hope that the conversation has later repercussions - I wait in hope.
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Mon May 28, 2012 1:01 am

Re the "ain't" debate - http://www.worldwidewords.org/qa/qa-amn1.htm has an article on ain't and its predecessor, amn't. Having played Two Worlds with its stiltedly artificial use of "forsooth", "nay" and other pseudo-medievalisms, I'll take Skyrim's approach every time!

And the voice acting, while maybe not always "perfect", is a heck of a lot better than some of the examples from, for instance, Oblivion.

As for the scripts and quests - (spoiler-free comment follows) I hope there are large areas of back-story to uncover - a conversation in Windhelm made me choke on my coffee almost as much as (years previously) a passing question from a certain Dunmer Alchemist in Oblivion. And the ensuing conversation with a related character made me hope that the conversation has later repercussions - I wait in hope.

Appreciate the comments! Are you talking about the Rongeir/Shelur couple, by chance? There's only so many it could be. ;)
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Mon May 28, 2012 12:01 am

Appreciate the comments! Are you talking about the Rongeir/Shelur couple, by chance? There's only so many it could be. :wink:
That's the pair! :) A good back-story REALLY helps. It can even explain away bugs and errors sometimes - I had a good one worked out for why Elragail called Thamriel "he" in Oblivion, but lacked the voice acting talent/scripting ability to do anything about it.
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Sun May 27, 2012 4:35 pm

Am I the only one who finds it a bit odd that the player character quite often starts the conversation when you click on an interesting npc? They stare at you silently and wait for you to choose a dialogue option. All the vanilla Skyrim npcs say something when you click on them - it would be nice if the interesting npcs did this too just so they fitted more seamlessly into the game, imo.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Mon May 28, 2012 6:34 am

Am I the only one who finds it a bit odd that the player character quite often starts the conversation when you click on an interesting npc? They stare at you silently and wait for you to choose a dialogue option. All the vanilla Skyrim npcs say something when you click on them - it would be nice if the interesting npcs did this too just so they fitted more seamlessly into the game, imo.

That's mostly an artifact from the early days, given that most of the characters have little misc dialogue at the moment outside a few newer ones - Kris didn't know how to use that, and he's only recently started implementing such functionality. (He was more focused on the dialogue itself.)

With the recent version several of the new NPCs have greetings, goodbyes etc. like the rest of the NPCs, and are even getting scenes so that you can catch them conversing with other NPCs, usually at the inn or outside.

Cheers. :)
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun May 27, 2012 5:03 pm

That's an amazing mod !
I'm tracking
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Sun May 27, 2012 10:24 pm

That's an amazing mod !
I'm tracking

Cheers, mate. :)

Twenty fully voiced NPCs now - not bad! Probably more spoken dialogue than any other mod right now, at least that I've seen.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Sun May 27, 2012 10:50 pm

Both very well done. Tell me, since you said they don't use sound booths and such when recording, do you know what kind of enivorment the voice actors usually do their recording in?

Hi there. I can answer this one for ya: I'm using Blue Snowball microphone and edit my audio lightly with audacity post-recording (remove noise, sometimes level the volume if the spikes are painful). Sometimes the mic gets moody (or there's noise around, whoever knows what bothers it) and I record under a blanket Groke-style to avoid fishy reverb and whatnot. I record in my normal room, no studio, booths or what not. I once had a booth made of books but my cat fancied slapping it passionately and I gave up on trying. Little beast. Hope that's an answer enough for you :smile:
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

PreviousNext

Return to V - Skyrim