Luigidude Posted February 27, 2014 Share Posted February 27, 2014 Can't seem to get past this issue (which I'm assuming is a mod conflict, but I have yet to determine which two mods) that prevents me from seeing the proper dialogue options for NPC's.First off, the issue isn't on every NPC, which is what makes me believe it's a mod conflict. The NPC's that ARE affected so far have been random NPC's that probably weren't meant to serve as a low tier vendor (like prospectors), a few from mods that I no longer use and deactivated, and seemingly everyone at the 188 trading post.Could anyone help? Link to comment Share on other sites More sharing options...
Luigidude Posted February 27, 2014 Author Share Posted February 27, 2014 UPDATE: Found out what mod was causing the issue.It was my Jocelyn companion mod. Once deactivated, all the dialogue options at the 188 returned. I ran an error check on the mod in FNVEdit, and it returned with a handful of errors.However, i have no idea how to fix these errors so that I can play with the mod without causing problems. I've tried looking through the conflict resolution portion of the "manual" of sorts to FNVEdit, but I think the issues require more than a compatibility patch. But i'm not sure. Link to comment Share on other sites More sharing options...
Dansowaru Posted January 11, 2018 Share Posted January 11, 2018 Wow,;man,;thanks a lot! I was having thisa exact problem! Jeclyn too! Thanks a lot!!!!!! Link to comment Share on other sites More sharing options...
kingbeast88 Posted January 11, 2018 Share Posted January 11, 2018 There is one or more dialogues in the mod that are missing the condition that points to the person your speaking to so that dialogue topic only shows for them. You would need to fix it in GECK. https://youtu.be/NWtIRBPVedw?t=148 Link to comment Share on other sites More sharing options...
Lapistmacir Posted April 17, 2019 Share Posted April 17, 2019 Hey I'm having the same exact issues but I'm not using that companion mod you mentioned. But FNVEdit show help find the culprit right? Link to comment Share on other sites More sharing options...
dubiousintent Posted April 17, 2019 Share Posted April 17, 2019 I doubt it. xEdit/FNVEdit is not likely to indicate "script" problems; and dialog conditions are essentially script problems. xEdit is all about "records". There are records for "scripts", but not for the code of those scripts. To look at that you have to get into the GECK. You need to isolate which mod is causing the conflict. Please see the 'Mod Conflict Isolation' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious- Link to comment Share on other sites More sharing options...
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