promotional bannermobile promotional banner

InnerVoice_PlayerMonologue

This mod adds dialogue features to your characters, they have some reactions and dialogues.
Back to Files

InnerVoice_PlayerMonologue v1.10.1

File nameInnerVoice_PlayerMonologue.mcaddon
Uploader
Gustispy6Gustispy6
Uploaded
Oct 16, 2026
Downloads
42
Size
186.8 KB
File ID
9204507
Type
R
Release
Supported game versions
  • 26.50

What's new

A Minecraft Bedrock addon that makes your character talk to themselves: expressing fear, pain, irritation, anger, paranoia, and even offering survival advice. Inspired by Casualties: Unknown.

Created by Gustispy6. The "Typing" and "Hurt" sounds are credited to Orksoniks, developer of Casualties: Unknown.

InnerVoice v1.10.1 — Complaint Fix: Russian/Spanish/Portuguese Translations Now 100% Complete

A CurseForge user reported that some dialogue lines were not translated into Russian. After checking, the report turned out to be correct: at the time, only 32% of the dialogue had Spanish/Portuguese/Russian translations (57 out of 176), while the rest silently fell back to English. Now all three languages have 100% coverage. All 176 dialogue lines have their respective translations, with no more lines falling back to English.

InnerVoice v1.10.0 — 3 New Moods: Boredom, Pride, and Disgust

Boredom: If the character has been talking to themselves (idle chatter) repeatedly without anything else happening, genuinely bored lines will start appearing instead of just ordinary casual chatter.

Pride: The character reacts the first time they wear a full set of diamond armor, and again when upgrading to a full netherite set. These milestones previously had no reaction.

Disgust: Eating rotten flesh now triggers its own reaction instead of being treated like ordinary food.

Bug fix: Under certain conditions, idle chatter almost never appeared because it kept losing priority contests against the Paranoid mood, which had the same low priority. This has now been fixed and verified to be balanced through a simulation of approximately two in-game hours.

InCoopDialog v1.2.0 — Grudge & Trust System

Temporary grudge: After being attacked by another player, your character stays "cold" or irritated toward that specific person for several minutes, both when greeted directly and through chat.

Long-term trust/relationship (bond): Stored permanently, even after the world is closed and reopened. It increases through cooperation and completed conversations, and decreases when attacked. At certain levels, greetings become warmer, giving the feeling of meeting an old friend.

Conversations actually listen to your replies: When invited to "team up," if you reply in chat with something that sounds like a refusal (such as "no" or "not now"), the conversation politely stops instead of stubbornly continuing.

A bug found during testing was fixed: the "cold" greeting reaction toward someone the character holds a grudge against had not been implemented in the chat interaction path, only for nearby direct interactions. It is now consistent in both.

Credit Update — Typing & Hurt Sounds Credited to Orksoniks

It turned out that the "Typing" sound (used by almost every mood) and the "Hurt" sounds (Expie-Whine, Expie-Sound-2) were not original creations. Both are now fully credited to Orksoniks, developer of Casualties: Unknown, which inspired this addon from the beginning. Credits have been added to VOICE_README.txt, the manifest, and the CurseForge descriptions for both packs.

InCoopDialog v1.1.0 — Extended Conversations, Teamwork & Social Scenes

Extended conversations: When two players meet nearby, sometimes (about 1 in 4 times) they do more than exchange a single greeting. Instead, they have a four-line back-and-forth conversation covering one of three topics: casual small talk, inviting each other to team up, or warning each other about nearby mobs. The conversation automatically stops if either player walks away.

Teamwork:

Kill a mob together while another player is nearby → both players thank each other.

See another nearby player at critical health → immediately express concern and offer help.

Defeat a boss together within a 40-block radius → both react excitedly, differently from a normal mob kill.

Social scenes: Moments that only triggered solo monologues in the Original version now have a "with a friend" version when another player is nearby:

Enter a new dimension together (Nether/The End) → encourage each other to stay safe.

Night falls while players are near each other → suggest building a shelter together.

InCoopDialog now has 30 dialogue lines, up from 12.

v1.9.0 — The Mod Is Split into 2 Packs: InnerVoice (Original) + InCoopDialog (Multiplayer)

From now on, the mod is split into two separate .mcaddon files:

InnerVoice: Player Monologue (Original/solo) — remains the main pack and can be used on its own. Its multiplayer dialogue is kept minimal: it only notices that "there's another player nearby" (see_player). Attacks from other players are treated generically, like attacks from ordinary mobs.

InCoopDialog (addon, REQUIRES InnerVoice to be active) — a new pack that adds full multiplayer dialogue: nearby greetings, join/leave notifications, PvP reactions (being attacked, dying, or defeating another player), and listening in on nearby players' chat. It has its own icon (artwork by Gustispy6) and its own Settings menu, so it can be disabled separately from InnerVoice.

Why split them: So bugs in multiplayer features won't affect the solo experience, and InnerVoice can retain its distinct identity as a pack focused purely on solo play.

Technical note: The two packs run as independent scripts (Bedrock does not allow two behavior packs to share JavaScript code directly). However, InCoopDialog actively reads the same settings (language, display, and sound) configured in InnerVoice, so the two packs feel like one connected experience rather than two unrelated mods installed together.

v1.8.0 — Reactions to Other Players (Multiplayer)

The character is now aware of other players in the same world:

See another player from a distance → react happily to no longer being alone.

Another player approaches (within 4 blocks) → greet them first.

Someone joins or leaves the world → notify the players who are already there.

PvP reactions: Being attacked by another player, dying to another player, and winning a duel against another player each have their own dialogue, distinct from reactions to ordinary mob attacks.

"Listening in" on other players' chat: The character can hear and react to keywords in nearby players' chat (within a 30-block radius): greetings, requests for help, praise or thanks, teasing, being laughed at, or someone saying goodbye. This is not a real AI conversation system (the game has no access to a language model); instead, it uses keyword-based reactions to make the character feel more alive.

v1.7.0 — Native Settings Menu & Multilingual Support

The Settings menu now appears directly under the ⚙️ Settings button in the pack list, like a typical visual addon. No commands are needed to configure:

Enable/disable dialogue.

Dialogue display: Above Hotbar / Chat Only / Both.

Toggle speech bubbles above the character's head.

Toggle voice-line sounds.

Set the dialogue language.

The /scriptevent dlg:... command is still available for players who want to override their own settings on top of the world's defaults.

3 new languages: Español, Português (Brasil), and Русский were added for the 52 most frequently used dialogue lines (joining, critical health, common mobs, common biomes, dimensions, eating, weather, caves, etc.). Untranslated dialogue automatically falls back to English, so no lines are left blank or cause errors.

There are now 5 languages in total: English, Bahasa Indonesia, Español, Português, and Русский.

v1.5.0 — Eating, Broken Tools & Deeper Critical-Health Reactions

Eating: The character now reacts after every meal, either with ordinary satisfaction or intense gratitude when eating while severely hungry.

New hunger dialogue with a more desperate tone when hunger reaches a critical level, rather than just giving ordinary advice.

Tools & weapons breaking: The character reacts with irritation when a pickaxe or another tool breaks during use, and reacts with greater panic when a weapon breaks (sword/axe/bow/trident).

Deeper critical-health reactions: A new "despair" stage (sad, exhausted, almost giving up) now appears just before the critical-panic stage, creating a more natural progression: injured → critical (panic) → despair → death.

Easter egg: Occasionally (about a 15% chance), the character's final words change into glitchy/creepy lines inspired by Casualties: Unknown, such as "Bl00d... everywhere." and several other variations.

v1.4.0 — More Detailed Reactions to Villagers, Pillagers & Hostile Mobs

Villagers: A special greeting dialogue plays when approached closely, distinct from simply discovering a village.

Zombie Villagers now have their own dialogue (sad and sympathetic); they were previously treated like ordinary zombies.

Pillagers, Vindicators, and Evokers each have unique reactions based on their weapons or abilities.

Encountering two or more illagers together is now treated as a sign of a patrol or raid, triggering its own cautious dialogue.

Wandering Traders also have their own reactions.

Hostile mobs that previously triggered only generic reactions ("ugh, another mob") now have specific dialogue: Slime, Magma Cube, Silverfish, Endermite, Hoglin, Zoglin, Breeze, Vex, and Shulker.

Compatible with other mob addons: If another mod adds a custom hostile mob marked with the monster family, the character still reacts cautiously even if the mob is not specifically recognized.

Fix: Some dialogue lines occasionally played without the "Typing" sound, most likely due to Bedrock's sound cache. All sound files have been renamed to avoid conflicts with the old cache. A full Minecraft restart after updating is recommended.

v1.3.0 — 500+ New Dialogue Lines & Creative Mode

New variations were added to almost every dialogue category (hurt, death, biomes, structures, mobs, weather, caves, paranoia, tips), increasing the total from approximately 144 to 500+ dialogue lines.

New Idle Chatter category: the character can randomly talk to themselves after a long period with nothing happening.

Creative Mode: The character becomes calm and no longer behaves like a "survivor." All fear, paranoia, and survival tips are automatically disabled while the player is in Creative mode, while neutral dialogue (discovering structures, biomes, etc.) remains active.

v1.2.2 — Bug Fixes

Fix: "Structure discovered" dialogue (Stronghold, Ancient City, Portal Frame, etc.) sometimes appeared even when the structure was still buried behind an unexplored wall. Now, a genuine opening/cavity must be present, and the structure must be detected twice in a row before the dialogue appears.

Fix: Cute reactions to pets/cute animals (foxes, etc.) triggered from too far away (12 blocks). The distance has been reduced to 5 blocks, so the player must approach them properly.

Added several new cave-specific fear lines, including recurring reactions when the player remains in darkness without torches for too long.

v1.2.1 — Switched to the "Typing" Sound

All mood sounds (fear, irritation, anger, etc.) were replaced with the custom-provided "Typing" sound file, replacing AI-generated synthetic voices.

Pain and death sounds still use the original audio (Expie-Whine, Expie-Sound-2, Expie-Bark) and were not changed.

Consolidated into one single pack (previously, separate Male and Female versions were available).

v1.2.0 — Weather, Paranoia, Survival Tips & Original Sounds

Expanded weather reactions: ordinary rain vs. snow (in cold biomes), fog (swamps/dripstone caves), and thunderstorms, each with different dialogue.

New Paranoid mood: the character suspects they are being watched, with reactions occurring more often at night or when alone.

New Tips mood: offers survival advice based on actual conditions (hunger, no torches, no armor, preparing to enter the Nether, etc.).

Pain and death sounds were replaced with original recordings (Expie-Whine, Expie-Sound-2, Expie-Bark), rather than synthetic voices.

v1.1.0 — Voice Lines, Cave System & English Language

The default dialogue language was changed to English (Indonesian is still available through /scriptevent dlg:lang id).

Cave dialogue system: entering/leaving caves, calm/creepy ambient chatter, fear when carrying no torches, and reactions to finding diamonds/ancient debris/geodes/ores.

Voice lines were introduced for the first time (synthetic voices for each mood).

v1.0.0 — Initial Release

The player character talks to themselves with 4 main moods: Fear, Pain, Irritation, and Anger.

Reactions to various sources of damage (falling, fire, lava, drowning, explosions, arrows, etc.).

Reactions to discovering biomes (26 types), structures (villages, strongholds, Nether fortresses, bastions, etc.), other dimensions (Nether, The End), and portals.

Death and respawn reactions.

Dialogue appears through the action bar and speech bubbles above the character's head (visible to other players).

Settings are controlled through /scriptevent dlg:... (language, on/off, bubbles, chat, and sound).

This mod has no additional files