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Help with Dialogue filters


ravayen

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I'm trying to make a mod that unlocks many conversations npc's have for use by settlers coz lets face it you you are either the center of attention or you download a mod that shuts them up, i prefer the option of them talking to each other......

The problem i'm having is that i cant seem to do it let's use ConvDiamondCityGenericNPC04 as an example opened in fo4edit (can't use geck it screws my registry entries).

i've altered all conditions on the dialogues i want (this one doesn't have any though),

i've tried deleting the FLTR Dialogue\Diamond City\Conversations\

i've tried adding it to FLTR Dialogue\Abernathy Farm\Conversations\

 

I have definitely removed all conditions (that i can see) but for the life of me the settlers just point blank refuse to have these conversations

 

So using ConvDiamondCityGenericNPC04 as an example can anyone tell me what i'm missing to get my settlers to randomly have this conversation? (needs to be done in fo4edit)

Edited by ravayen
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Maybe you are missing the way the quest is triggered. These generic conversation are usually started by Actor Dialogue Event. You need to find the event branch (SM Event Node records) for this quest and check what conditions it has there.

This particular quest will only run in Diamond city and if both NPC are in DmndGenericNPCFaction.

I'm not sure how to find it in FO4Edit. I use it for checking my mod a lot, but I use the CK for creating quests.

Edited by kitcat81
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yeh the problem for me is for some bizarre reason every time i install the geck it does weird things to my registry and all my mods stop working then i have to uninstall and change my registry entries just to get my game working again i've not seen anyone else complain about it so just excepted that i'm unlucky lol.

 

I have seen on multiple dialogue quests faction conditions/voice type conditions/interior and exterior conditions etc etc but when removing them it does nothing that's why i thought the filters might be it, like you say i guess the geck must be required no matter what here.

 

Wish someone would make this mod coz i'm losing hope here for me doing it and i love how some mods stop settlers talking to ME all the frikkin time but hate how they stop npc to npc conversations aswell and there are so many conversations in the game that would fit the settlers that desperately need unlocking.

 

Right now it's either deathly silence or outright harassment except the sanctuary crew but if i hear about mama murphy and that goddamn deathclaw one more time lol.

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What is the problem with registry entries? Do you mean Windows registry entries? Sorry, I'm just note sure what entries you meant.

I think it should be possible to edit triggerevent in XEdit too . But I can't tell you how.

 

Many quests don't run all the time. They are triggered by some event with conditiones and stop when the scene has finished playing. Dialogues only work in running quests.

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yeh the problem for me is for some bizarre reason every time i install the geck it does weird things to my registry and all my mods stop working then i have to uninstall and change my registry entries just to get my game working again i've not seen anyone else complain about it so just excepted that i'm unlucky lol.

 

I have seen on multiple dialogue quests faction conditions/voice type conditions/interior and exterior conditions etc etc but when removing them it does nothing that's why i thought the filters might be it, like you say i guess the geck must be required no matter what here.

 

Wish someone would make this mod coz i'm losing hope here for me doing it and i love how some mods stop settlers talking to ME all the frikkin time but hate how they stop npc to npc conversations aswell and there are so many conversations in the game that would fit the settlers that desperately need unlocking.

 

Right now it's either deathly silence or outright harassment except the sanctuary crew but if i hear about mama murphy and that goddamn deathclaw one more time lol.

 

What registry data is it that is getting screwed up that you have to change? This could point to some other underlying issue.

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It's my windows registry that gets altered but i cant remember which ones off the top of my head was a while ago i last tried and after having to re-install everything i'm not risking my 230 mod setup for it again, maybe if i was a regular mod maker but not for 1/2 small mods that are really only for me.

Not sure if it was actually the creation kit or installing beth's launcher which is required that did it but as they are mutually exclusive i guess it makes no difference, either way when i set up the creation kit it ended in me re-installing everything including the base game good times.

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It's my windows registry that gets altered but i cant remember which ones off the top of my head was a while ago i last tried and after having to re-install everything i'm not risking my 230 mod setup for it again, maybe if i was a regular mod maker but not for 1/2 small mods that are really only for me.

Not sure if it was actually the creation kit or installing beth's launcher which is required that did it but as they are mutually exclusive i guess it makes no difference, either way when i set up the creation kit it ended in me re-installing everything including the base game good times.

Did you install it in FO4 folder? Just wonder what caused the issue. You know that can back up all mods and files just by copying your Fallout 4 folder and saving somewhere on your drive.

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@Kitcat81

Found my answers in Story Manager Quest Node thnx to your earlier reply thank you, have removed the location conditions from generic farm conversations and simply put conditions to say 'not in interior' and 'in a workshop location' then started adding the conversation quests (some needed conditions removed/changed) to it and now they are all talking to each other fine :)

 

On a related note during this investigation i discovered i can make quests in FO4edit using responses used in other conversations aswell so i'm off to create hundreds of new conversations settlers can have with each other instead of me.

Finally settlers can have a social life that doesn't center around the player, have already discovered so many conversations that work really well in the settlements :) thnx again.

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