madmongo Posted March 28 Share Posted March 28 You can make your own topics, but then they won't work with the command wheel. If you want the command wheel to work, you're stuck with the existing topics and their existing texts. Link to comment Share on other sites More sharing options...
Ishbacko Posted March 28 Author Share Posted March 28 Just now, madmongo said: You can make your own topics, but then they won't work with the command wheel. If you want the command wheel to work, you're stuck with the existing topics and their existing texts. Okay, so I can still use them, I just have to change the prompts and stuff back to the generic companion dialogue prompt text when the player addresses them?? Link to comment Share on other sites More sharing options...
madmongo Posted March 28 Share Posted March 28 Yep, when you change the prompts back then they'll be fixed for everyone. Link to comment Share on other sites More sharing options...
Ishbacko Posted March 28 Author Share Posted March 28 Just now, madmongo said: Yep, when you change the prompts back then they'll be fixed for everyone. Sweet, thanks for the help, shame I can't use custom dialogue to interact with him, but it's fine, compromises must be made. Link to comment Share on other sites More sharing options...
Ishbacko Posted March 28 Author Share Posted March 28 4 hours ago, sullyvanj93 said: Are you using Prompts for these dialogue choices? or actually changing the Topic Text itself? I always tend to use Prompts, as it seems cleaner to me. If you're using the same FollowersWait, FollowersTrade, etc as the vanilla companions and are changing the dialogue lines themselves (Topic Text, Top Level checkbox, etc), then I'm guessing that's causing those changes to bleed over to other characters that use those same dialogue lines. I'm guessing that Boone still says his line correctly, as if you told him to stay? The line itself is working, but it's your character's dialogue that's messed up. Topic Text would make sense to me as to the why. And you also, thanks for clarifying this. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted March 28 Share Posted March 28 I think a minor correction is due here. Leave the Topic Texts alone if you're sharing dialogue with other characters. But your Prompts can be customized, as those are connected directly to your lines of dialogue and conditions. So back sure that the Topic Texts are the same as they've always been. You might even want to use FNVEdit to clean this up and make sure it's not being altered whatsoever... up to you. But once those are back to normal, you can customize your Prompts to say whatever you'd like to your companion. And then as long as the conditions are only met while talking to your follower, you're in the clear! Link to comment Share on other sites More sharing options...
Ishbacko Posted April 12 Author Share Posted April 12 On 3/28/2025 at 7:47 PM, sullyvanj93 said: I think a minor correction is due here. Leave the Topic Texts alone if you're sharing dialogue with other characters. But your Prompts can be customized, as those are connected directly to your lines of dialogue and conditions. So back sure that the Topic Texts are the same as they've always been. You might even want to use FNVEdit to clean this up and make sure it's not being altered whatsoever... up to you. But once those are back to normal, you can customize your Prompts to say whatever you'd like to your companion. And then as long as the conditions are only met while talking to your follower, you're in the clear! This was definitely the way to do it, changing the prompt for him and making the topic texts generic Link to comment Share on other sites More sharing options...
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