I was a voice actor for Falskaar and it's pretty damn clear that we were a very different troupe from Bethesda's voice actors. Had we been mixed in with Skyrim's worldspace, it would've been easy to pick us out because finding good voice actors is real fucking difficult. (Though RockPaperShotgun said that we were on the same level as Bethesda's VAs. Thanks, I guess?)Chris wrote:There's mods for Skyrim that add NPCs that you'd be hard pressed to tell apart from the vanilla game, too. Interesting NPCs being one example, as well as large scale quest mods like Moonpath to Elsweyr, Helgen Reborn, and Falskaar.
Two of these are fixed with proofreading. The third is a bit too vague for me to comment on.Chris wrote:Conversely, it's not as simple to just add new fitting NPCs to Morrowind as some make it out to be... it's not hard for me to be able to pick out lines and NPCs added by LGNPC, for example, due to things like spelling errors, bad punctuation, out of place dialog, etc.
The thing is with adding voice acting is that you're adding another layer of complications to it. When you mod for Morrowind, you only need to write. When you're adding voice acting, you need to write, find good VAs, and coach them. It takes a lot more time and energy, and the chance of failure is much higher.
Watch how long it takes for people to stop listening to the full dialogue because reading the lines is so much faster.Chris wrote:While it's undeniably harder to make new NPCs fit in with voice acting, it definitely adds to the atmosphere to have NPCs that can actually talk to you.