Deleted51000346User Posted March 3, 2018 Share Posted March 3, 2018 I have encountered three dialogue bugs while I was playing the game. One of them is a minor bug that tends to bug me a lot of the time. The second one is a bug that does break the game slightly. The third one is found by a mod to return to the Sierra Madre Casino, but is not as major as bug 2. For insight as to when it happened, I was doing the Wild Card Quests for Yes Man, mainly where I had to help or ignore who I know about, including the White Glove Society mentioned in Bug 2 Bug 1:For some odd reason, I can talk to the NPCs. Usually, they say some generic quote like "Way too many strangers coming into town these days. No offense." For me, the camera zooms into the position to talk to them like they were named characters, giving me one option: Goodbye. It's annoying me because I like the dialogue. It makes me laugh. If there's a fix, I will be happy to know that. Bug 2:The Ultra-Luxe is a casino, so you need to come in and hand over 'all' of your weapons to the greeter, like the Tops and the Gomorrah. For whatever reason, dialogue does start automatically, but it skips instantly to the part after I 'handed all my weapons' to the bloke. Even worse, he stops me again after I said goodbye, triggering the same dialogue AGAIN, until I'm far enough away from the greeter, or I exit the casino...after yet ANOTHER sodding dialogue prompt...the EXACT SAME DIALOGUE I'VE ANSWERED TWICE ALREADY! The funniest thing about this is that I kept ALL my weapons, as if he didn't take any at all, but I cannot talk to any of the bartenders and cashiers (maybe I could. Haven't tested). That one instance never fixes itself, and I don't know how to fix it! Even stranger was the fact that both the Tops and the Gomorrah greeters are NOT glitched at all, so the Ultra-Luxe has this problem all the time. Bug 3:Any of the mods that let me go back to the Sierra Madre (for the uneducated, it's that place from Dead Money) work. The holograms, mainly the vendors and the cashier, just zoom in and do not open any dialogue menus at all. This might be because you are not meant to go back, but still. Any fixes to any of these would be gladly appreciated, as these are prevalent (common) on my main file, and it stops me from doing certain quests, since they are bugged (including the one with Heck Gunderson). I would love some assistance, and some insight as to which mods could be conflicting, as bug 2 was not even mentioned once at all on any of the forums for New Vegas, including this one. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 3, 2018 Share Posted March 3, 2018 Suspect bugs one and three are related to your "field of view" (FoV) settings. There are several which are interconnected. Try FOV Slider by Roy Batty; a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views. Bug two is most likely due to a mod conflict. If you are using a mod which is specific to the Ultra-Luxe, that is the place to start. Load your entire "load order" into FNVEdit, and then look for dialog or script conflicts. (There is full documentation of FNVEdit (for both FO3 and FNV) in the FNVEdit Training Manual.) You may then need to create a "merge patch" to resolve the conflict(s) in a satisfactory way, or drop one of the conflicting mods. Otherwise, Please see the 'Mod Conflict Isolation' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. -Dubious- Link to comment Share on other sites More sharing options...
Deleted51000346User Posted March 4, 2018 Author Share Posted March 4, 2018 Thanks for the recommendations. I'll need a bit more information to actually attempt to fix this. What are the scripts called in FNVEdit? Link to comment Share on other sites More sharing options...
dubiousintent Posted March 5, 2018 Share Posted March 5, 2018 No idea because I don't know which mod(s) they belong to. "Dead Money" uses the Editor-ID prefix of "NVDLC01" as it was the first DLC released. You need to be aware that there several kinds of "scripts": Quest scripts, object scripts, those in support of actions, AI scripts for NPCs, and "result scripts" which are triggered either when dialog starts or ends. "Result scripts" do not appear in the GECK "Scripts" window. You have to look at the bottom of each "dialog" page for them. Chasing those down can be a long and tedious process, because there is not a simple way to determine what links between what. You have to look at each possible "response" to any given topic and what the "result script" (if any) does. The Oblivion Conversation Editor" (OCE) is some help. (Please see the "Dialog and Lip-Sync" section of wiki "Getting started creating mods using GECK" article.) You basically have to flowchart the process from the Quest script onwards. Unless this sort of problem fascinates you and you have debugging skills, you are better off determining which mods are in conflict and notifying the mod author(s). -Dubious- Link to comment Share on other sites More sharing options...
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