InDarkestNight Posted June 17, 2023 Share Posted June 17, 2023 I've always liked the look I admit, however I've never done an actual playthrough with such an aesthetic. My problem with them is that the game doesn't reflect the mood of the new look. Everyone acts like they're still in the same happy world they were in before. It doesn't help that they don't acknowledge any horrifying monsters you may have added. On a side note, why hasn't anyone used those deepfake voice files to make it so npcs finally mention them like they were always there? Its the main reason why I don't play with mods that add in new monsters. Back on topic, changing the music sorta helps, but everyone's tone is the same. The only way I've thought of to fix this is to install draugnarok and use the 'aftermath' scenario to remove all the heretical npcs that refuse to acknowledge the horror of the game you've just made. Yeah, Skyrim is kind of a dark world when you think about, but it doesn't help that nobody's tone reflects that. Don't get me wrong, I would love to make my game look dark/grim/scary/blahblahblah, but I just have a hard time doing so knowing that everyone from every corner of Skyrim will be oblivious to it. How do players who do this justify it? I just find it too immersion breaking. Link to comment Share on other sites More sharing options...
InDarkestNight Posted June 17, 2023 Author Share Posted June 17, 2023 You're aware you're on the skyrim board right? Also, you don't seem to know what 'immersion breaking means'. To me, it means something that breaks the realism of the game (what it has of it anyway). This has absolutely nothing to do with gameplay or skill. I was saying mainly that the behavior of npcs completely ruins the tone that 'dark' graphics overhauls do, and there's obviously not much you can do about it. I don't think changing the pitch of the voices would do anything for that really, they still would say the same things. In particular, using my 'bleak' imaginator preset makes Evette San rather horrifying to look at honestly, but what she says just makes it all look like a joke. Granted though, the secondary question about why nobody has yet made a mod that makes npcs acknowledge mod-added creatures wasn't really necessary. Someone made a mod that lets you have procedurly generated conversations with npcs, but we still don't have one that simply makes it so at least one npc acknowledges that woolly rhinos or musk ox or whatnot exist in the game world now. You'd think that would be simpler, and has also been an issue for years that nobody's been able to do anything about. Why has no one taken up the task of finally fixing this? So far all these speech synthesizers seem to have been used for is more overhauls of the parthurnax quest. Come to think of it actually, I wonder if it would be possible to make such mods using simple splicing? Sorta suspect not since nobody's done it. Then again, no one's added npcs to their creature mods that actually say 'this thing exists'. W/e. Its all off-topic here anyway. I'm just asking how people get past the fact the game doesn't acknowledge your graphics changes at all, because honestly I would love to do it myself but I just can't stand having npcs completely breaking the tone every time they open their mouths. Link to comment Share on other sites More sharing options...
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