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TTYM - Think To Yourself Messages (by VorpalBlades)


Yggdrasilion

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https://www.skyrim.nexusmods.com/mods/32060

 

Interesting immersion mod that changes in-game messages to appear as if the player was thinking them.

 

Examples from the author:

"This lock cannot be picked. It requires a key to open." -becomes- "It's impossible to pick. I'll need the key."

"You cannot sleep while trespassing." -becomes- "Sleeping while trespassing will get me caught for sure!"

"You have contracted [disease name]" -becomes- "I think I have contracted [disease name]."

"Do you want to serve your time in jail?" -becomes- "I could just serve my time in jail..."

 

I like the idea, and since immersion is something STEP is certainly about, I would think it fits the project.


What is needed from Mod Testers:

  • Make sure mod changes does not conflict with other STEP mods (TESVedit or CK)
  • Check the changes for "realness/likelihood-ness" and make sure they are lore/time period friendly.
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https://www.skyrim.nexusmods.com/mods/32060

 

Interesting immersion mod that changes in-game messages to appear as if the player was thinking them.

 

Examples from the author:

"This lock cannot be picked. It requires a key to open." -becomes- "It's impossible to pick. I'll need the key."

"You cannot sleep while trespassing." -becomes- "Sleeping while trespassing will get me caught for sure!"

"You have contracted [disease name]" -becomes- "I think I have contracted [disease name]."

"Do you want to serve your time in jail?" -becomes- "I could just serve my time in jail..."

 

I like the idea, and since immersion is something STEP is certainly about, I would think it fits the project.

Love the sound of this mod.

 

Possible conflicts with Dungeon Quest Awareness? Things like SkyRe probably wont like this mod either, but SkyRe isn't in STEP.

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I don't see any issues with Dungeon Quest Awareness as that merely adds text to the titles of locations. So unless this changes discovers of locations ie. "I've just discovered Whiterun" then it should be fine.

 

Either way, the mod sounds awesome. Definitely cool for immersion.

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This is one of those mods that make you say, "why didn't I think of that?" It's a simple and obvious mod for immersion. I see no potential conflicts because I don't know of any other mod that changes these types of messages in-game. Guard Dialogue Overhaul would be the only STEP included mod that would even come close to conflicting that I can think of and even that one shouldn't. I will definitely be checking this one out.

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  • 2 weeks later...

Another no-brainer accept for adding to the plugin limit... also, we want to be sure that all replacements are decent. For example:

 

"Sleeping while trespassing will get me caught for sure!" is not something that I would say to myself :P I prefer "Sleeping here would be very stupid."

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As the author mentions on the description, there is still a little work to do to make the messages consistent with a few other (non-STEP) mods. If you use Frostfall I suggest having TTYM before Frostfall in load order, although it isn't a big deal.

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Will test the mod today...

 

 

Update:

Only conflicts with Skyrim.esm, Dawnguard.esm and Dragonborn.esm.

 

Works out really well. It is a bit awkward though, that as soon as you catch a disease like rockjoint whilst fighting with wolves, you get the idea: "I think I have contracted Rockjoint." and smash the last wolf your 2-handed iron greatsword in it's head.

But since it is a vanilla-issue, that diseases don't develop over time but are instantly there and get instantly cured, I don't blame this mod. Also I cannot blame the mod for popping up the disease notification while still in combat, as that is vanilla skyrim style as well.

The only thing I would change is the notifications for the diseases. Sure, if your character is an educated person that has had a lot to do with diseases whilst being a healer/doctor/whatever the PC might know that he has contracted Rockjoint. But that seems rather unlikely for the most characters out there.

I would change the text, so it describes the effects of the disease rather than the name of it. But that may be a matter of personal preference.

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  • 3 weeks later...

v1.2 was released earlier today.

Changelog:

Fixed some messages ending with two periods.

Changed a few quest-related messages.

Changed a few unused(?) messages which could potentially called by other mods.

Changed a few lesser-used or only once-used messages.

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