DarkEyedBlond Posted February 3, 2020 Share Posted February 3, 2020 Hi, I have like a gazillion mods installed but I'm hoping someone is familiar with this issue. Every NPC I can talk to has an option called 'Goodbye.' to end dialogue (in addition to their normal dialogue) and when I choose it, the subtitle 'See you later.' appears but they don't say anything. It's like some mod is overriding their normal 'end conversation' remark. This happens with vanilla NPCs, it happens with mod companions (Hope Lies for instance will have the subtitle for her remark appear but won't say anything) and it's even happening with a terminal you can interact with in Autumn Leaves. Any thoughts? Has anyone seen this before? Thanks! UPDATE: If anyone else runs into this issue, it was the Vanessa companion mod that was causing it. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 3, 2020 Share Posted February 3, 2020 As I interpret your problem, you aren't getting any "voiced" dialog; just the subtitle? You aren't complaining the dialog is somehow the incorrect response or locked into only a specific "Goodbye" response? That sounds like something has happened to the voices (Data\Sound\voice): dialog. OGG and LIP mono files. These are "spoken" by Actors as "talking head" dialog. The LIP file controls the timing. Did you recently add a mod that changes any of those files or adds dialog? If the dialog was constructed badly it might be overriding all the other "Goodby" responses. Try uninstalling (not merely "deactivating") and verifying local files, as you need to restore use of the vanilla files overwritten by your most recent additions, and test to determine which is the culprit. Please see the "Dialogue and Lipsynch" and "Music and Sounds" sections of the "Getting started creating mods using GECK" wiki article for details. -Dubious- Link to comment Share on other sites More sharing options...
DarkEyedBlond Posted February 3, 2020 Author Share Posted February 3, 2020 Okay thank you, I'll check them out. It's not just sound, though, it's over-writing the actual responses or seems to be. Like, a terminal shouldn't have any response at all. I select it (this is one of the ones you can interact with in Autumn Leaves, it's a terminal that opens a dialogue as opposed to one you hack into) and I get a message that the terminal doesn't display anything. Then there's a single dialogue option, 'Goodbye,' and when I select it I see the subtitle 'See you later.' Other times when I speak to NPCs, their 'Goodbye' option just says 'See you later' with no voiced dialogue as well. But SOMETIMES the actual dialogue they should be speaking will show for the subtitle, but they won't voice the line. Does that make sense? Link to comment Share on other sites More sharing options...
dubiousintent Posted February 3, 2020 Share Posted February 3, 2020 It does sound like a mod conflict. Dialog is basically a hierarchy of responses. Each line typically has "conditions" which determine if the line is to be spoken. The first such "true condition" line "wins", always. (Any other responses in the hierarchy are never checked.) Some mod has failed to condition it's "Good-bye" response properly and is overriding the others by testing out as "true" first. -Dubious- Link to comment Share on other sites More sharing options...
DarkEyedBlond Posted February 4, 2020 Author Share Posted February 4, 2020 Okay, that makes sense, thanks! I'm going to learn how to check for mod conflicts in FNVedit and see if I can find it. I'm assuming it's kind of a less polished/known mod or else people would have found the issue before so that narrows it down a bit. Link to comment Share on other sites More sharing options...
DarkEyedBlond Posted February 4, 2020 Author Share Posted February 4, 2020 So actually I used the method of turning off half my mods at a time and rinsing and repeating. It turned out it's coming from the Vanessa companion mod, which is :( because that mod has a bunch of hairs I like. I actually don't use the companion herself, I just added the mod for the hairs. I'll have to figure out how to just use them without the mod. Thanks Dubious! Link to comment Share on other sites More sharing options...
DarkEyedBlond Posted February 4, 2020 Author Share Posted February 4, 2020 I managed to use the GECK and a tutorial to add the hair styles I wanted! Link to comment Share on other sites More sharing options...
dubiousintent Posted February 4, 2020 Share Posted February 4, 2020 Congratulations :thumbsup: , on both determining the source of the conflict and on figuring out how to still get the hairstyles you wanted. Vanessa, huh? Haven't heard any specific complaints about that mod in the last 4-5 years, but any mod that racks up over 4200 comments in 6 years is either insanely good or confusing/buggy. This is odd enough I'll add it to the "Troubleshooting" guide so it doesn't get forgotten. Just for clarity: are you using the original version from GePalladium or the German translated version from Znerol? -Dubious- Link to comment Share on other sites More sharing options...
DarkEyedBlond Posted February 9, 2020 Author Share Posted February 9, 2020 I'm was using the original version. Also, just to be clear, I never even started Vanessa's quest, so I wonder if that has anything to do with it (in other words, maybe if I had talked to her/recruited her maybe the bug would have resolved.) Link to comment Share on other sites More sharing options...
dubiousintent Posted February 9, 2020 Share Posted February 9, 2020 Thank you. Added "Issue - All NPCs have over-ridden dialogue" to the "Miscellaneous" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Dialog gets added to a table in a hierarchy. Just by being in the "load order" a poorly constructed dialog topic can override others that follow it regardless of whether it gets used as intended or not. At least that is what appears to have happened here. -Dubious- Link to comment Share on other sites More sharing options...
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