Kazuharu Posted April 4 Share Posted April 4 (edited) Add ambient dialogue amongst the various crew you can assign to outposts and ships. It just kinda feels creepy how your crew are always just standing around not speaking to each other at all (except Sam & Cora, but why should they be the exceptions?) Edited April 4 by Kazuharu Link to comment Share on other sites More sharing options...
xtcrefugee Posted May 5 Share Posted May 5 There are inter-crew conversations that happen on the ship, which seem to stop permanently after you've progressed a certain way through the story. I think there's a good chance that this is a bug and not intentional. I've attempted to find a fix for it myself with both xEdit and console commands but have not been successful. There's a story manager quest node that shows the possible conversations as quests, CompanionConversationsQuests (003E9710). I suspect either the GetQuestRunning check against MQ204 (High Price To Pay) is the culprit, as that's roughly when the conversations all permanently stop, or it's a similar problem to the "landed ships won't open" bug in that one of the conversation quests here isn't properly clearing and therefore after 25 repetitions it prevents any further conversations. Given that Cora and Sam's conversations (which are handled by a different quest) on the ship continue forever, I think the other inter-crew ones while on a ship were supposed to continue as well. The lodge-specific inter-crew conversations still seem to happen at the lodge. This is unfortunately beyond my ability to fix, maybe someone who knows papyrus can take a look and see if it's script related? Link to comment Share on other sites More sharing options...
FALCmods4all Posted May 6 Share Posted May 6 (edited) Crew are also too passive. Giving crew commands and setting priorities should be just as necessary during combat as dodging and shooting. I’d really like to see mods that make crew skills active rather than passive. Really needing someone with repair skill and probabilities of successful repairs after damage rather than static repair rates. Also needing multiple engineers if simultaneous system failures. Pilots that can actually take the helm while you deal with boarders mid combat. Medics that try to revive concussed crew and build artificial limbs. And assignable turrets that directly respond to weapon crew stats. Etc… And with crew being less essential than followers, great potential for things like mutiny or spycraft sabotage. Edited May 6 by FALCmods4all Link to comment Share on other sites More sharing options...
Recommended Posts