Something just occurred to me. Why is this such a problem? Do you realize what the alternative would be giving up? There's plenty of mods that never cared about voicing the available characters that turned out fine, and I can't see why this would be any different. Most importantly, all this would mean is that the game would have a few conversations where the Player Character doesn't actually voice the lines in exchange for dozens and dozens if not hundreds where they in fact do. If the Player Character wasn't voiced it would just mean that there would be no voiced responses for any conversations at all, whether they were mods or not.CrustyOatmeal said:my 2nd point, and probably my main gripe of the system, is that by implementing voiced protagonists you cannot have story based mods unless you utilize previous dialogue. with these short summaries being the only option, a modder that create a series of quests or some other scenario where the character must verbally interact with other NPC's will only be allowed to input preexisting dialogue from the protagonist OR have their dialogue options be as short as the summary based dialogue system limits the characters for each input. this dialogue system severely, if not completely, cripples any mods that have verbal player interactions