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 Mr. K's Mod idea for a Maomer Traveling Merchant mod.< 
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Yes, this is a great idea that Mr. K has come up with. Two races that have had little or no attention in TES games. I have access to to people who can at least give advice and information. We have access to voice actors via Mr. K. And we are all creative each in his/her own way.

Hey Mr. K, Scythe has a good voice for doing Brack. And I do think you should sit down and plot out your story. Get the back story firmed up. Just friendly advicce, remember. Llol: Glad we got that straightened out.

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Fri Dec 09, 2011 6:53 pm
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Heck Fire, I go do some other stuff and it has been 2 months!

OK, I got to work on some more lines, maybe some of you could see how this would work, I am not sure how to make the lines so that they will work together in-game, one speech option will lead to a totally different line, and how can you keep it all organized in a way that will work for the developing story line that the the Game Player sees and how to keep a good organization to how the lines work for the Modder.

Do any of you have a workable method that you could post here?

Mr. K

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Tue Jan 31, 2012 6:45 pm
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
May I suggest a good word processor? Then, label all the various dialogue lines so that you will know where they go when you get them back from the actors. (Have the actors name each line/file with the same label.)


Wed Feb 01, 2012 5:07 am
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Mr. K, you will need some help from someone who knows scripting. If Scythe has some time he could probably tell you how to do that. Until we see the CK we won't know how they handle that. In the CS you had some options you could include. Do as Nowena suggests and at least you will know what you are trying to do. I suggest including some notes for lines that change or lead to a different line.

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Mon Feb 06, 2012 12:15 am
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Hi Everybody;

Sorry, no new ideas yet, and I can't even make a Save in the CK, even with a lot of people helping me. Just ask Nakia.

Mr. K

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Sat Feb 18, 2012 8:44 pm
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Yes, it is very strange. The only thing I can think of is to delete both the CK and Skyrim and reinsall both.

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Sun Feb 19, 2012 2:38 am
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Hi Everybody;

I am going to post this set of lines over at The Engineering Guild, to use as a Voice Actors Challenge, just for VAs to practice. And it may get some of the new Modders over there interested in working on a Mod like this. I will make sure they know that this is a DC Mod and that if they want to work on it to join DC, unless Scythe is not going to work on it anymore.

Scythe, are you interested in this Mod anymore? If not I will try to get one of the new Modders to work on it over at TEG.

I have not worked on this idea, or any more lines, but with this as a VAs Challenge I may come up with some new lines.

Mr. K

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Tue May 01, 2012 4:15 pm
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
I'M certainly interested in this mod but with you and me both being newbies to modding and the experts having problems with the CK not much we can do to move it along. I will be doing your voice lines. Had an eye exam today so I may not get to them until tomorrow.

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Tue May 01, 2012 8:48 pm
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
I'm interested in watching this mod develop. Please keep adding posts on new ideas as you have them.


Wed May 02, 2012 6:17 pm
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Post Re: Mr. K's Mod idea for a Maomer Traveling Merchant mod.<
Mr. K is good at writing dialogue and I am currently working on his lines. It would make a fun mod. Bethesda will soon fix the navimesh bug.

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Wed May 02, 2012 10:17 pm
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