Problem with NPC's dialog

General help and troubleshooting.
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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Problem with NPC's dialog

Post by RoyBatty » Sat Jul 25, 2020 12:45 pm

Unfortunately there is no guide for that. It's a good idea though, I'll look into it.
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TearfulDevil
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Joined: Tue Sep 29, 2020 4:17 pm

Re: Problem with NPC's dialog

Post by TearfulDevil » Tue Sep 29, 2020 4:36 pm

Very late reply, but I thought I'd but this here for anyone who might need it. RoyBatty was right, it was a fuckup with the conditions, at least to some extent. To fix this problem myself I needed to make a merged patch that fixed two things
1: that a bunch of the "added quest" info in TTW/FO3 weren't carried over in the GREETING and HELLO categories, see pic
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I had to do them manually and it was very tedious, there may be some way of doing it mroe efficiently but I'm still not that savvy with modding
2: that the Someguy2000 mod Russel changed the dialogue conditions for a greeting, see pic
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this was just an easy drag and drop

Dnex
Posts: 3
Joined: Mon Mar 02, 2020 7:20 pm

Re: Problem with NPC's dialog

Post by Dnex » Wed Sep 30, 2020 10:33 am

Thank you very much for the detailed explanation! Always happy to learn more, and this should help people with similar issues. Currently on a break from TTW but I'll keep this in mind when I return to the wastes :D

yarrmateys
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Joined: Fri Dec 07, 2018 10:19 pm

Re: Problem with NPC's dialog

Post by yarrmateys » Tue Mar 02, 2021 7:55 pm

i also had that problem, appearing on random npcs and tracked down which records are responsible. it's vanilla 00175434 and xx0038C8 from fallout 3.esm/tale of two wastelands.esm. vanilla one has a bunch of conditions that are all negatives for human voices, but it can activate on other entities (for example, mister handies without robotservant faction), and the fo3 one has hardly any conditions (not part of MegatonBrassLanternCustomerFaction faction, isn't npc Red and isn't npc RRReilly) so it works for practically everyone, and having no goodbye condition they open a speech box with only "i have to go" option.

i sort of fixed that by flagging all "what do you need" as goodbye, adding a getiscreature 0 to prevent it from activating on animals/robots, putting the ttw one to only work in capital wasteland worldspace just in case, and then also adding a goodbye flag to xx0038C2, xx0C951E, xx04C18B which more less made it so npcs no longer try to initiate an empty conversation.

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RoyBatty
Gary
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Location: Vault 108

Re: Problem with NPC's dialog

Post by RoyBatty » Wed Mar 03, 2021 11:10 pm

Its all fixed in 3.3
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puglord556
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Joined: Fri Apr 23, 2021 12:29 pm

Re: Problem with NPC's dialog

Post by puglord556 » Fri Apr 23, 2021 12:35 pm

RoyBatty wrote:
Wed Mar 03, 2021 11:10 pm
Its all fixed in 3.3
where/when can i find said 3.3 fix

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Risewild
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Re: Problem with NPC's dialog

Post by Risewild » Fri Apr 23, 2021 2:09 pm

puglord556 wrote:
Fri Apr 23, 2021 12:35 pm
RoyBatty wrote:
Wed Mar 03, 2021 11:10 pm
Its all fixed in 3.3
where/when can i find said 3.3 fix
It's not released yet.
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puglord556
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Joined: Fri Apr 23, 2021 12:29 pm

Re: Problem with NPC's dialog

Post by puglord556 » Fri Apr 23, 2021 2:55 pm

Risewild wrote:
Fri Apr 23, 2021 2:09 pm
puglord556 wrote:
Fri Apr 23, 2021 12:35 pm
RoyBatty wrote:
Wed Mar 03, 2021 11:10 pm
Its all fixed in 3.3
where/when can i find said 3.3 fix
It's not released yet.
okay thanks ill probs hold off on the mod until then since i broke a few of my fav mods and i struggle with fnvedit

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