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quest mods with voice acting..??


simonp92

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All my mods are voice acted, the only missing lines are lines that dont need voice work like "Yes Sir" "Thank you" on minor characters of zero importance.

 

Remember i have 1.2 GOTY game so i cannot do lipsync files so what i am about to tell you is all voice work no lipsync stuff. Here is a summery of the sort of quantity of voice lines used in a selection of my mods.

 

KvatchAftermath contains 206 new audio files for dialog

 

Origin of the Mages Guild contains 101 new audio files for dialog

 

TheElderCouncil (currently) contains 512 new audio files for dialog

 

TheNecromancer contains 182 new audio files for dialog

 

The Elder Council Mod contains the city of Arenthia as a bonus which is my pet project now Kvatch is more or less complete (how many times have i said that about kvatch now?). Anyway Arenthia is to be a city of guilds, clans and cults and as such will triple the audio lines in TEC EASILY before im done. Adding god knows how many quests to the city.

 

I want to have as voice acted quests what morrowind provided as text only, only this time i want it to be more action based and less "heres a book" based.

 

You will hear game lore mentioned a lot in connection with my mods but i dislike the way it is used to white washes everything as game lore inaccurately and since I have no desire to confuse people where game lore is concerned so just remember this.

 

The lore given as a speech in my mods is always taken word for word from official sources and always true. Though usually shortened a lot to give an over view of the facts to new players.

 

The quests may or may not always been 100% lore accurate, for example the Bravil Skooma Quest in TEC based on lore surrounding the Elsweyr border dispute with leyawiin and actually real 100% lore.

 

The Socially unacceptable quest from OMG is based on evidence that suggests the Conjurers are outcast mages practicing daedric magic in the open and that the mages guild use a kind of inquisition to root them out and is there for interpreted lore or Fan lore.

 

EG it has its roots in actual lore but not all lore fans agree with my conclusions and theres nothing written down that says "Giskard was right".

 

But you can use the speeches to get an overview of everthing from various emperors to current events in each province. Much is covered and it will open your eyes about the game your playing.

 

Thats a promise because my mods are designed to blur the line between mods and try and merge with the game seemlessly, added back all the missing stuff one mod at a time.

 

I call this the Cyrodiil Upgrade because it upgrades cyrodiil in a modula way and you get to choose which parts you want, so you can actually replace Kvatch Aftermath with Kvatch Rebuilt and still be fine.

 

The whole point is to add the detail back in a fun way.

 

Giskard

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PS

 

I rather enjoyed Castle Ravenpride my self, but take a tip and save frequently, the path finding of NPCs can cause problems.

 

Giskard

 

hehe i think i would get this..

 

 

btw i have all your mods.. uncluding "kingdom of aldmar"

great work on the voices:D

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PS

 

I rather enjoyed Castle Ravenpride my self, but take a tip and save frequently, the path finding of NPCs can cause problems.

 

Giskard

 

hehe i think i would get this..

 

 

btw i have all your mods.. uncluding "kingdom of aldmar"

great work on the voices:D

 

Thanks Simon.

 

Yes thats the same castle ravenpride i was talking about, its not a big mod, but its a good one.

 

One of my favourite quest mods.

 

Giskard

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