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Ascending Tide (7.3.5)
Updated:04/09/22 04:40 PM
Created:04/07/14 11:55 PM
Monthly downloads:459
Total downloads:69,308
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Categories:Chat Mods, RolePlay, Miscellaneous
Khajiit Speak  Popular! (More than 5000 hits)
Version: 1.17
by: Diriel [More]
Tired of your Khajiit speaking the Queen's English? It drives this one crazy!

This is my homage to the awesome Skyrim mod of the same name. It modifies the player dialog option text into the wonderfully garbled Khajiit Speak. (See screenshots for some examples.)

The main difference is that rather than being a language pack, this addon alters the text programmatically. The up-side of this is that you'll never bump into content that isn't translated and it can be enabled on a per character basis.

By default the addon only enables for Khajiit characters, though you can toggle it on or off at will for each character independently.

Configuring
Config UI
1. While playing, hit Escape and choose "Settings" followed by "Addon Settings"
2. In the window that pops up, choose "Khajiit Speak"
3. Configure to your hearts content. Handy tooltips will explain each option for you.

Slash Commands
/ks - Prints a list of commands, and explains how to use them.
/ks conf - Prints a list of config commands, and explains how to use them.

/khajiitspeak - An alias for /ks

Issuing any command without expected parameters will give a quick instruction on how to use it. (Unless it doesn't have any expected parameters, of course. =P)

--------------------------

The addon should be completely compatible with any other that alters the look of the dialog UI, so feel free to mix this with other addons. On the off chance that any incompatibilities are found, feel free to let me know.

--------------------------

Due to the nature of this addon, and the sheer amount of option text in the game; there's a chance you'll bump into occasional grammatical
errors that I've not come across, and thus not been able to fix.

Should you find any errors in the grammar, please DO let me know so I can fix them in future versions.
Please ensure you're using the latest version first, and include the exact line of text when reporting issues, so I know what I'm looking for.
Thanks.


Honorable Mentions
I would like to thank Matt, creator of the original Khajiit Speak Mod for Skyrim.
He has given me many great ideas for future expansion of this addon,
as well as helping me find the issues already contained within it.
Thanks again for your support, and sorry for stealing the name. :S

Bertram for keeping the mod alive in my absence. I can only imagine the nightmares that looking over the code must have caused.
[1.17]
└Updated to API version 100024 and tested.

[1.16-Bertram]
└Updated LAM and made everything a bit more sane.

[1.15]
├Updated LAM to 2.0 r26.
└Updated to API version 100024 and tested.

[1.14e2] (Emergency Update... Again)
├Updated LAM to 2.0 r25. This fixes incompatibilities with the config menu and the most recent ESO update.
└Updated to API version 100021 and tested.

[1.14e] (Emergency Update)
├Removed a line of debug that was left in for FAR too long. (I'm so sorry.)
└Updated to API version 100020

[HOTFIX]
├Removed line of debug. Zoops.
[1.14] (The Easter update?... Guess it's a few days off.)
├Updated to API 100018. ¬.¬
├Updated to LAM r23.
├Implemented nickname system doodad. Hooray!
│ Character will be more likely to use their nickname on a highly positive line...
│ If line weight is enabled, that is. Otherwise it's just 50/50
├Added options 'Nickname' and 'Always use nickname'
├Re-organized LAM settings page, hopefully it's less confusing now.
├Fixed an issue with flip-aroundy questions.
└Fixed numerous generic grammatical issues/missing fragments. Too many to bother listing. Like, seriously; loads!
(Thanks to Soul Destroyer for multiple reports.)

[1.13]
├Updated to API 100016.
├Updated to LAM r21
├Added missing fragment exception: "may"
├Added blanket replace for "Me either." -> "<Khajiit> does not either."
│ "Khajiit either" didn't really sound right. Also handles "neither."
├Fixed occasional regression of lolcats "has" bug due to EEENGLISH. (Let's hope it sticks this time.)
└Fixed the crap out of fliparound-y type questions.

[1.12]
├Added "wouldn't" to the contraction conversion stack.
├Added an option to toggle "you" -> "it" replacement specifically. Now called "Impolite Pronouns"
│ This feature is no longer toggled with word subbing. Instead all it requires is line weighting enabled.
├Added a list of two word references to use in contraction conversation in order fix lines such as: "Why has the Dark not Brotherhood contacted me already."
│ Unfortunately, this is a case by case fix. So these will be slowly fixed as they're reported, or found by me. x.x
├Moved Impolite Pronouns into the pronoun stack, so that preceding and following words are formatted properly.
├Dynamic goodbye line pronoun selection is now weighted by the lineWeight of the line above it.
└Fixed "get" exemption from nextword. Get is a weird word. It now works correctly whether transitive or not.

[1.11]
├Added three new dynamic goodbye lines.
├Added a new random word sub: "Thanks"/"Thank you" -> "Khajiit thanks you"
├Added some more words to the weighting system.
├Added an experimental feature to word subbing:
│ If line weight is negative (and thus on,) word subbing will swap out any "you" for "it".
│ This does stuff like: "I wish you wouldn't do that." -> "Khajiit wishes it would not do that."
│ One thing I've always loved about the Khajiit is how they refer to unfamiliar or unfriendly people as "it,"
│ this is my attempt to integrate that in some small way, and if successful, may be expanded upon.
│ In testing this has had some great results, but it could cause issues in unforeseen ways.
├Moved blanket word replacements inline with random word subbing, semantics really.
├Fixed random word substitutions matching to the middle of words. Oops.
├Fixed missing contraction exception: "That" (Caused things like: "Is that dangerous not?")
├Fixed missing fragment exception: "Only" (Caused things like: "Khajiit only have one.")
└Exempted "came" and "get" from nextword fixup. (Fixes things like: "Khajiit cames to see you.")

[1.1] (Let's add new features edition.)
├Added some new question fluff, the more the merrier.
├Added some new dynamic goodbye lines.
├Added more entries to the blanket replace list. Now all applicable Daedra use their Khajiiti names. Yay!
├Added the groundworks for random word substitution.
│ For now this does very little, but more will be added to it as appropriate substitutions are found.
├Added the long desired line weighting feature. Pronoun choice is now more than purely random.
├Updated yes/no modification to allow it to replace a little more liberally. Should see these more often.
├Minor grammar fixes to do with words ending in "pt", "ft", and "ll"
├Fixed an old issue with "can't" and "won't" cropping back up since 1.04.
├Hopefully finally fixed "n't" conversion without breaking anything else this time. xD
├Fixed a rare issue with fixing up the word "do" that would cause this: "Khajiit has something to does, he will etc.."
├Fixed missing contraction "we've"
├Fixed missing fragment exception "already"
└Did a pretty hefty round of optimizing.

<Moved up to 1.1 due to new features and major logic changes.>

[1.04]
├Updated to API version 100015.
├Altered personal pronoun sweep to allow to for next word checking.
├Disallowed pronoun changing before an honorific title. "my Queen" and similar will now be ignored.
├Fixed bad capitalization with some fluff inserts. (Probably broke something else in the process. xD)
├Fixed a typo that was preventing "Where's" from being un-contracted.
├Added "can" questions to the... Question-ifier.
├Altered goodbye line seed slightly to ensure it generates the same whether on gamepad UI or not.
├Fixed a rare issue that would cause odd grammar with question parsing, such as: "The Queen well, is yes?"
├Fixed a critical error on encountering a double space. (Found this one with typos!)
└Fixed a bunch of minor grammar errors that I've been saving up over time.

[1.03] <Internal release>
└Gamepad UI now supported! Hooray.

[1.02] <Internal release>
├Updated LibAddonMenu to r20.
├Updated to API version 100014.
├Removed a bunch of stuff from global/string scope.
├Made static goodbye line actually static when it comes to pronoun. That's how it was supposed to be. Oops.
└Removed another question suffix. Cramming another question into a line containing a question didn't really sit right.

[1.01]
├Updated LibAddonMenu to r17. Derp.
├Fixed old logic from before API 100011 in the toggle command causing bad things to happen. Again, derp.
└Cleaned up some error messages that nobody should ever see, because sanity checks should be pretty. =3

[1.0]
├Updated to API version 100011. Previous releases will not work on this API version.
├Added settings menu through LibAddonMenu.
├Removed a question fluff. Khajiit was seeming too apologetic.
├Tweaked question fluff to remove some combinations that didn't really work.
├Fixed grammar issue with "sk". Eg; "Khajiit ask..." -> "Khajiit asks..."
├Fixed "n't" contractions and "the". Eg; "Can not the Dominion do it?" -> "Can the Dominion not do it?"
├Optimized colour code usage.
├Fixed some capitalization issues.
└Added missing fragment 'did'.
(Removing pre 1.0 versions from the ESOUI archive. They no longer work anyway.)

------------------------------------------------------------

[0.56]
├Fixed a grammar issue with the word 'wield'... Again.
├Updated the damn API version number.
└Smallest update ever!

[0.55] (Cross your fingers edition!)
├Fixed an issue with ', yes?' questions formatting incorrectly. Eg. "The are blades here really worth that aggravation, yes?"
├Fixed an issue with contraction conversion: "This one will do not that." -> "This one will not do that."
├Fixed another miscellaneous issue with contractions causing things like: "Your husband is here not."
└Added missing fragment and exception: 'must'

[0.54]
├Updated API version number.
├Added new option to toggle whether or not the addon will use a character's full name, or just their first. (Defaults off.)
├Added missing contraction keyword 'be'
├Fixed another error with punctuation in contraction conversion.
├Disallowed fluff to be inserted if the line starts with quotations.
├Added 'worry' to the fragment list.
└A single grammar fix!

[0.53] (Much needed fixes.)
├Various fixes to issues regarding contractions and 'yes?' questions in sentences containing punctuation.
├Made the character name invalid for randomization if it already exists in the original text. (This one is hard to test.)
├Halved the chance of yes/no fluff.
├Added missing fragment exceptions: 'Should', 'Did'
├Added missing fragment: 'With'
├Fixed some fragment typos from optimization.
├Fixed issues where words at the start of a sentence counted as a fragment exception.
├Fixed an issue in parsing 'ed' words.
├Disallowed question fluff text from being inserted into the middle of a line. Should help keep the flow as originally intended.
├Changed the fluff chance default back up to 33% due to the much stricter matching rules.
└More grammar fixes.

[0.52]
├Fixed a rare UI error with 'Yes.' replacements. Thanks again to Nayolan for pointing it out.
├Fixed the dreaded double 'H' error that's been plaguing us since a very early version. Thanks to Kouroth for report.
├Made third party pronoun replacement much more intelligent as to when it's actually used.
├Fixed more grammatical issues with the new third party pronoun replacement.
├Added detection for whether an "'s" contraction should be "is" or "has"
├A few little optimizations here and there.
├Added a missing fragment exception for 'do'. eg; "Why does Khajiit has to" -> "Why does Khajiit have to"
├Same again, but for 'would'.
└Added hope that this will be the last update for at least a week or so.

[0.51]
├Fixed the major UI error in the new question formatting code. I'm a moron. Thanks to Nayolan for pointing it out.
├Major optimizations to all things fragment related. (About time I started optimizing.)
├Added some missing fragments.
├Fixed some incorrect fragment exceptions.
├Fixed the very many extremely numerous issues with 'he/she/etc.' -> 'that one/etc.'
└More grammar fixed, of course. Always grammar fixed, I should just stop including this note.

[0.5]
├Added randomized goodbye strings.
├Added new command to set the mode used to replace the 'goodbye' line. (0 = None | 1 = Static | 2 = Random)
├Added 'you'll' to contraction conversion stack.
├Fixed an issue causing some fragments to format contractions incorrectly.
├Fixed a capitalization issue relating to fluff being inserted into one word questions such as: "How?"
├Made fluff text ending in "..." reset the he/she tracking to force a full pronoun after them.
├More alterations to fluff text, as well as some additions.
├Re-worked non-pronoun word alteration to fix rare issues such as: "How will Khajiit knows?"
├Added the foundations for blanket word subbing. Right now it only does 'Sheogorath' -> 'Sheggorath'
├Added yet more words that can trigger ', yes?' type question formatting.
├Added the word placement detection method from contractions to 'yes?' questions.
│ This fixes things like: "The are Wood Elves here, yes?" -> "The Wood Elves are here, yes?"
├Disallowed the 'Khajiit' pronoun to be chosen if the word 'Khajiit' has already been used in the original text.
├Fixed the 'useRace' and 'useName' options occasionally being ignored by pronoun generation.
├Made the addon replace existing 'he/she/him/her/his/hers' with 'that one/them/their' if needed.
└Grammar, grammar everywhere!
(Removing pre 0.48 versions from the ESOUI archive. No need to take up their space.)

[0.49] (Whatever, 9 is a nicer number than 8 anyway. See if I care, bugs!)
├Fixed rareish UI error relating to inserting fluff into one-word questions.
├Fixed a capitalization issue with some fluff string combinations.
└Added 'weren't' to the contraction conversion stack.

[0.48]
├Fixed fluffchance command causing a UI error if passed anything other than a number.
├Increased the likelihood of he/she pronouns being used.
├Improved question fluff matching considerably.
├Fixed only a few of the available fluff strings being chosen for insertion.
├Reworked some of the fluff text to hopefully make it blend in more.
├Added a little randomization into the fluff text itself, should help keep it from feeling too repetitive.
├Lowered the chance of replacing "Yes." and "No." a little. (Still affected by fluffchance.)
├Lowered the default fluffchance from 33% to 25%
├Completely rewrote "n't" contraction conversion. Works much better now, as well as being more efficient.
├Added a few new detection methods for ", yes?" type questions. These should show up a little more often.
├Fixed an issue with ", yes?" type questions matching to negatives and making no sense.
├Fixed fluff text coming before notations such as '[Persuade]'
├Various grammar issues fixed. (I'm sure there are more to come.)
├Removed some unreachable code. Wasn't doing anything but taking up space.
├Removed a function that is no longer used.
└Some other minor tweaks that I can't fully remember, but know happened. =P

[0.46]
├Fixed the randomization... Again. Somehow a problem just didn't happen while testing. No longer favors "Khajiit" ¬.¬
├Slight optimization of the pronoun replacement workflow.
└More grammar fixes, as a bonus. I feel bad uploading so many damn patches that are just small fixes.

[0.45]
├Randomization has been fixed! The addon no longer favors "This one" over the others.
├Randomization improved. Now seeded from the sum of the line characters' byte codes, rather than the line length.
├Fluff text altered to create less run-on sentences.
├Fluff text insertion matching is now more strict.
└Fixed a huge bug in the fluffchance command, this command is now usable again. My bad.

[0.43]
├Fixed a capitalization issue due to a missing fragment.
└Two question bugfixes with one change! No more weird comma formatting.
(Removing the old 0.3 versions from the ESOUI archive. They're broken, no need to take space.)

[0.42]
├Fixed dodgy randomization seeding due to the new workflow.
├Moved some missed code into the new workflow.
├Optimized question fluff insertion.
└Fixed an issue with the "X is Y, yes?" type question formatting.

[0.41]
└Fixed an extremely rare but severe UI Error that would halt dialog progress.

[0.4]
├Whole new command system, readme removed. Don't need it anymore.
├New option added: "dynrace" - Toggles dynamic race pronoun. (For racially confused characters.)(Now defaults to off.)
├New option added: "userace" - Toggles whether addon can use Race pronoun (Defaults on.)
├Lots of improvements to the conversion workflow.
└More grammar fixed... Sooo many grammar fixes. x.x

[0.35]
Lots of changes to many things, lots of grammatical errors fixed. (Hopefully no new ones created.)

[0.32]
└Fixed a much worse bug cause by fixing the previous bug. (=.=)

[0.31]
└Fixed a reported grammar issue.

[0.3]
└First stable(ish) release
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Archived Files (8)
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Date
1.15
54kB
Diriel
08/30/18 12:09 PM
1.13
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Diriel
08/05/16 10:00 AM
1.12
46kB
Diriel
07/01/16 04:21 PM
1.11
46kB
Diriel
06/18/16 06:35 AM
1.1
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Diriel
06/07/16 03:19 PM
1.04
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Diriel
06/04/16 03:13 PM
1.01
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Diriel
03/06/15 07:59 AM
1.0
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Diriel
03/05/15 11:22 AM


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Unread 05/02/14, 03:12 AM  
CGT_400

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Originally Posted by CGT_400
PS also, if you insist on using 'indulge' with 'yes/no', at least add "you will" to it - that works way better, I think.
Hmm, looks like it takes me to post somehting for RNG to finally convince me that not all is that bad, still my opinion about shorter version of this remains unchanged.

And few dialogue shots I gathered:



Similiar with do/does, but I decided to post it just in case.

Originally Posted by Diriel
Another solution could be to convert existing pronouns into "they" or "them" if there's already a Khajiiti pronoun on the line.
"That one" might be more in-character, but I'm unsure if it would be appropriate to reference non-Khajiit characters that way, and is generally wrong without their name mentioned first. Although name is usually mentioned in NPC's dialogue line, so it might be fine in that regard.

Besides, 'them' or 'they' wouldn't really work here:



or here:



Some of the ambiguity actually can be resolved relatively easy.



In above example it's not entirely clear who 'her' references to, but since Khajiits from time to time use their names or 'Khajiit' few times in a row - it might resolve the problem ('he/she' doesn't always have to be second one, after all). 'This one', however, Khajiits use rather sparingly so I'm, again, not sure if it would be right to repeat it.

Although, there's no way to know if NPC's line actually referenced someone to apply it only when necessary (at least for now).

Also, there are not only 'he/she' that do not reference your character in original dialogue:



just another thing to keep in mind to make dialogue more coherent overall. Oh, and these 'possessives':





Think, "Queen Ayrenn" would be more in-character here, or it could work with some restructuring - don't know what's easier (pretty sure the first one, at least as a rule made specifically for her).

Other than that it works quite fine, even 'yes' (when added on its own) seems to be more or less in its proper place now. Especially one that crept into question about assassination attempts to which the Queen's response starts with "I wish I could say yes..."
Last edited by CGT_400 : 05/02/14 at 03:28 AM.
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Unread 04/30/14, 02:42 AM  
CGT_400

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Originally Posted by Diriel
I agree that the 'yes' doesn't work in past tense, but that's a simple fix. I'll just ensure all of the fluff is in present tense, since it would make sense for it to be anyway.
Stuff like "you made Khajiit curious" would actually work... but seeing how we only get to ask stuff related to something that was mentioned a minute ago - yes, use of present tense would be better overall (although fluff in past tense does work, at least until turned it into a question where past tense becomes more 'glaring').

Originally Posted by Diriel
As for the 'no', again I think it works fine. 'Yes' is seeking an affirmative, 'no' is seeking a contradiction. Either way, they're seeking to ascertain whether the previous statement is correct. Not only have I seen Khajiit use this in every Elder Scrolls game, but I use it myself in English.
I generaly agree, It's just that I don't believe that Khajiit would use those spontaneously without much thought process involved, hence seeking contradiction to something only Khajiit knows about (curiosity) strikes me as wrong; while 'yes' supposed hint interlocutor that (s)he did not tell all the information required.

As for TES games, NPCs usually have way more context, after all, NPCs rarely (if ever) get 'interrogator' role - that one is reserved specifically for players. Besides, I'm pretty sure that 'yes/no' was mostly reserved for opinions given - something TESO player lacks (dialogue-wise, at least).


PS also, if you insist on using 'indulge' with 'yes/no', at least add "you will" to it - that works way better, I think.
Last edited by CGT_400 : 04/30/14 at 03:04 AM.
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Unread 04/27/14, 02:39 PM  
Diriel
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Originally Posted by CGT_400
I'm not suggesting to analyze anything, I'm simply against usage of 'yes' with fluff in past tense, and general usage of 'no', at least without analyzing what was said. It just doesn't work and I can explain in more detail why I think so... but, honestly, do what you will.
I agree that the 'yes' doesn't work in past tense, but that's a simple fix. I'll just ensure all of the fluff is in present tense, since it would make sense for it to be anyway.

As for the 'no', again I think it works fine. 'Yes' is seeking an affirmative, 'no' is seeking a contradiction. Either way, they're seeking to ascertain whether the previous statement is correct. Not only have I seen Khajiit use this in every Elder Scrolls game, but I use it myself in English. Eg; "Are we not going to the shops, then?"
It amounts to the same thing as "Are we going to the shops?" Just phrased from a different standpoint.

Not that it matters much anyway, like I've said, anyone is welcome to take out anything they don't like. xD


Originally Posted by CGT_400
That stuff aside, if you are going to look into ambiguity caused by this addon (like the one presented in not-so-good example with the 'prophet'), I want to remind that sometimes (thankfully rare) there are 'he/she' used that do not reference your character. I can dig up an example, if you really need one (or several), but I'm not sure what can be done about those phrases other than leaving them 'as is', if possible (when 'I' also not mentioned in original). Ideally, I'd suggest rephrasing using actual names, but that would, again, require analyzing dialogue.
Yeah, having an existing "he" and "she" in the line can be a bit of a headache. I could ignore inserting fluff into any questions that have them, that would certainly solve it in that scenario. Another solution could be to convert existing pronouns into "they" or "them" if there's already a Khajiiti pronoun on the line.
I am certainly looking into ways of resolving this. It's fortunate that it doesn't come up too often, at least.
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Unread 04/27/14, 12:25 PM  
CGT_400

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Originally Posted by Diriel
Again, many of the things you're suggesting require much more deep analysis of the actual conversation.
I'm not suggesting to analyze anything, I'm simply against usage of 'yes' with fluff in past tense, and general usage of 'no', at least without analyzing what was said. It just doesn't work and I can explain in more detail why I think so... but, honestly, do what you will.


That stuff aside, if you are going to look into ambiguity caused by this addon (like the one presented in not-so-good example with the 'prophet'), I want to remind that sometimes (thankfully rare) there are 'he/she' used that do not reference your character. I can dig up an example, if you really need one (or several), but I'm not sure what can be done about those phrases other than leaving them 'as is', if possible (when 'I' also not mentioned in original). Ideally, I'd suggest rephrasing using actual names, but that would, again, require analyzing dialogue.
Last edited by CGT_400 : 04/27/14 at 12:32 PM.
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Unread 04/27/14, 09:50 AM  
Kouroth

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Thanks for responding! That makes sense, a toggle would work fine. I could see a few optional changes that would allow you to customize your experience a little bit. I'll be sure to comment if I run into any. I'll see if I can find any 'good byes' that NPC Khajiit say and post a list some time.
Again, thanks for the great addon!
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Unread 04/27/14, 06:11 AM  
Diriel
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Originally Posted by Kouroth
I LOVE your addon, used the Skyrim version to, but I do have one complaint. Variety, The 'Khajiit must go now.' line gets really old. Is there any way to kinda randomize a few closing statements? Just a thought. Maybe even do that for other elements too. Thanks!
I agree, but this one was kind of on purpose. I've been trying not to change anything too dramatically from the original game. Since the goodbye line is always "Goodbye." I wanted to keep it relatively unchanging to keep it obvious that it's the goodbye line.
It wouldn't be difficult to randomize the goodbye at all, really. I may add that in the next version, but make it optional via a toggle for those who would prefer the format to stay similar to the original dialogs.

I've also thought of changing some of the interaction dialog too to make them feel more like Khajiit actions. For example:
"<Search the dresser>" Could become something like "<Paw through the dresser>" (Couldn't think of a good example. xD)
However, these have fallen into the list of things to possible do in the future.


@CGT_400
Again, many of the things you're suggesting require much more deep analysis of the actual conversation. Rather than just replacement rules on the options themselves. I do hope to eventually get there and have the replacements context aware.

Some of those grammatical issues you've found are already fixed in the dev version.
I've added the rest to my to-do list. I'm going to start working again today or tomorrow. Had a couple of days off doing other things.
Last edited by Diriel : 04/27/14 at 06:45 AM.
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Unread 04/27/14, 01:15 AM  
CGT_400

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Originally Posted by Diriel
I don't really agree with you there, though. I think seeking affirmation on their curiosity or what-have-you is something that a Khajiit would quite readily do without really noticing. In-fact, I'm fairly certain I've had an NPC Khajiit say something similar on Khenarthi's Roost.
Well, my opinion on 'affirmation of curiosity' is that with "yes" it does work, but there should be more fluff to make it a bit clearer/more coherent. Something along the lines: "you're not saying everything you should/can, right?" (sort of 'I'm a cat, remember?', mentioned earlier) or "you mentioned something and, of course, it made me curious" - 'this bes the question', basically. Preferably, done in present tense: you usually ask for information given to you in the same dialouge, after all; and when you 'affirm your curiosity' this way, your curiosity is supposed be pretty obvious to the NPC (hence use of 'yes' - when Khajiit agrees with interlocutor or believes (s)he has similar opinion/some sort of understanding).


'No' best works with lines when Khajiit doesn't exactly agree with the previous statement (or expects interlocutor to disagree), something like:

"We should cross the bridge!"
"But it was broken, no?"

or my 'favorite':

"Thanks, now go and kill their commander!"
"But you're injured, no?"
"Not injured enough not to get past few dozen aggressive NPCs!"
"This one is curious how someone of your talents got captured in the first place."
"Well, there were many of them and... oh, look a moose!" *disappears*
*grumbles about entire military being full with damsel-in-distress type of characters*


But, I suppose, we agree to disagree on that one. There's not much in the way of 'official' rules concerning this, after all. I might even edit it out later on, maybe also make few adjustments to see where it goes.

Originally Posted by Kouroth
I LOVE your addon, used the Skyrim version to, but I do have one complaint. Variety, The 'Khajiit must go now.' line gets really old. Is there any way to kinda randomize a few closing statements? Just a thought. Maybe even do that for other elements too. Thanks!
Although the 'original' phrase gets pretty old too, I second that. Something for banks/shops too, perhaps?

(here's hoping to get "Khajiit had enough of your drivel." as a valid response to prophet)


And few more statements (am I the only 'lucky one' or just love posting?):



Is not exactly the right way to do it.



Basically the same, just different.



Khajiit is trying to confuse 'prophet'.



This guy just loves to make things difficult for everybody, yes?
Last edited by CGT_400 : 04/27/14 at 01:56 AM.
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Unread 04/26/14, 11:06 PM  
Kouroth

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More variety?

I LOVE your addon, used the Skyrim version to, but I do have one complaint. Variety, The 'Khajiit must go now.' line gets really old. Is there any way to kinda randomize a few closing statements? Just a thought. Maybe even do that for other elements too. Thanks!
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Unread 04/26/14, 06:40 PM  
banndsand

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Thank you for this mod. It really helps immersion.
Also, this one would be interested in seeing a similar mod for Argonian speech patterns, if you ever are tickled to make more.
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Unread 04/26/14, 08:58 AM  
Diriel
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Originally Posted by CGT_400
Originally Posted by Diriel
Nah, the "she" was in reference to your character.
As it was in my post, but nevermind that.

Originally Posted by Diriel
I've added both to the list...
I'd also point out that 'khajiit is curious' (and similiar stuff) doesn't really need 'yes?' or 'no?' added... well, 'yes?' might work sometimes (present tense, mostly), but still kinda excessive.
I totally misread the "She might have a thing for Dunmer" part of your post. For some reason I thought you were saying that the she may have been in reference to the Dunmer. O.o

I don't really agree with you there, though. I think seeking affirmation on their curiosity or what-have-you is something that a Khajiit would quite readily do without really noticing. In-fact, I'm fairly certain I've had an NPC Khajiit say something similar on Khenarthi's Roost.
However if you'd rather it didn't use them, they're very easy to edit out yourself. Just remove the ", yes?" and ", no?" from the second list in the lua file.
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Unread 04/26/14, 05:56 AM  
CGT_400

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Originally Posted by Diriel
Nah, the "she" was in reference to your character.
As it was in my post, but nevermind that.

Originally Posted by Diriel
I've added both to the list...
I'd also point out that 'khajiit is curious' (and similiar stuff) doesn't really need 'yes?' or 'no?' added... well, 'yes?' might work sometimes (present tense, mostly), but still kinda excessive.
Last edited by CGT_400 : 04/26/14 at 05:57 AM.
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Unread 04/25/14, 08:16 AM  
Diriel
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Originally Posted by CGT_400
Here's couple of 'gems' from .48 (according to patch notes, you didn't alter word placement too much in .49, right?):





I can understand that she might have a thing for dunmer, but to the point of losing coherent speech? - unlikely.
Yeah .49 was mainly just to fix that UI error that slipped past me.

Nah, the "she" was in reference to your character. Seems like I've never come across a changed verb at the end of a line.
Hmm, the not should have been placed before the "just." I could swear I'd accounted for that fragment. x.x

I've added both to the list of things for the next version, think I'll be waiting a little before releasing a new version. Either until I've got a lot of grammar fixed, or 'til I've added one of the other features I've been planning.
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Unread 04/25/14, 08:01 AM  
CGT_400

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Here's couple of 'gems' from .48 (according to patch notes, you didn't alter word placement too much in .49, right?):





I can understand that she might have a thing for dunmer, but to the point of losing coherent speech? - unlikely.
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Unread 04/24/14, 05:53 PM  
Sidney

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Re: Re: WARNING!!! MAY CONTAIN SPOILERS IN STONEFALLS

Originally Posted by Diriel
Originally Posted by Sidney
Hi,

I'm getting an error that prevents me from progression on the quest "Sadal's Final Defeat" - Talk to Tanval's Spirit.
I'll have it fixed shortly. You wouldn't happen to remember the options in the dialog with the mod off, would you? It would make reproducing the issue much easier. =P
No worries if not, I should be able to reproduce it from the error log.
Hi, sorry, I just got home and checked this thread right away.

I would have posted them if I had seen this sooner.

Sorry!
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Unread 04/24/14, 10:20 AM  
Syynx

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Originally Posted by Diriel
Originally Posted by Syynx
Is there any chance there will be a version of Khajiit Speak that auto translates things you say in chat?
I've actually already looked into ways of doing this, but I dropped the idea until the translation is more reliable. There is currently a commented out function at the bottom of KhajiitSpeak.lua that you might find interesting. It's not quite automatic though.
Holy crap it works! I love you!
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