Well damn. I was quite happy to find this type of mod only to find out that it doesn't re-enable radio once it's used -- a reload is required to get the radio stations working again.
I found a dialog bug when some merchants dialog won't start anymore. Usually, when you talk to a person they say something with voice and subtitles. Then dialog appears where player can choose a reply. At some point some merchant dialog stop ever appearing and there is no voice talking too. I just see subtitles but person doesn't talk and dialog with my options doesn't appear. Game hangs and doesn't respond. I can only click escape and exit to main menu or reload. Once I see this happens it never fixes itself. It is forever broken. I think this is stored in save files because when I load earlier saves it works. So far I saw this happens with Crazy Wolfgram, Gob, and random scavenger in front of Super-Duper Mart. I tried to restart game from leaving vault 101 3 times and every time see this. Just at some random time with some other character. Crazy Wolfgram - twice, Gob - once, random scavenger - once.
Now I am not 100% sure this is because of this mod. However, I used light version that stops the script AND this manifests itself with dialog. So my wild guess this may be related. I will try to play without this mod and see if this appears again.
Old comment but I've come to the exact same conclusions. The messed up NPC for me is Jenny Stahl. Killing and resurrecting her doesn't fix it, disabling all mods doesn't fix it, only loading a very old save does. Will be disabling this mod, unfortunately. I just wish there was a fix, maybe with GECK or something.
Edit: Okay, so it's pretty easy to fix, at least with minor NPCs like Jenny Stahl. 1st, I used the console and the command player.placeatme [NPC's Base ID] 1 to create a clone of Jenny. It copied her inventory, but not her barter menu inventory (in time they might restock, but I was impatient).
2nd, with the original, bugged Jenny selected in the console, I used sbm to show her barter menu. I bought everything she had, and noted how many caps it cost me, and how many caps she had. Note: using this command on non-vendors may apparently crash the game.
3rd, with the clone selected in the console, I used OpenTeammateContainer 1 and transferred the items I bought from the original into the clone's inventory, as well as her caps.
4th, I used player.additem 0000000f [# of caps I spent] to reimburse myself of the caps spent to buy Jenny's barter inventory.
5th, I selected the original Jenny and disabled her.
The clone seems to work just fine, barter menu and all, though she greeted me as though we talked for the first time. I'm sure there's unnecessary steps included here, or less refined ones, but I'm leaving this comment here in case I run into this problem again or in case someone else may find it useful.
This bug is confirmed and happened with Moira Brown in my game. I'm afraid it screwed up several my saves forever, so no, thanks, uninstalling the mod.
I found this mod to be problematic right from the start. Breaking conversation with Amata at my birthday party made it so I was unable to re-engage and gain my skill book from her. Then when talking to old lady Palmer, I was unable to obtain my sweet role once I broke with her. Without being able to re-engage in conversation with npc's, the player will miss out on information and items. That being said... I don't really understand the point of this mod in it's current form. It's almost game breaking, imo.
I hope you'll see this because I have a question about which file to download...
I use the mod Real Time Settler, and occasionally I'll run into an NPC that has only one conversation option, which is the topic that allows me to recruit them as a follower and have them join my settlement. Often times, I don't want them as a follower, but the dialogue forces me to make them one as there is no option to back out or exit the conversation, so I usually am forced to load a previous save (causing a major hassle), which is where I think your mod would come in handy.
However, the two options you provide are one that includes dialogue skipping and one that doesn't, and my question is: Would the automatic dialogue skipping cause them to end up going through the dialogue of recruiting them, since it's the only choice in topic? If so, would my best bet be to choose the one that doesn't skip dialogue and immediately closes? Or am I misunderstanding what is meant by "automatic dialogue skipping"?
Also, does the lite version, without dialogue skipping, have certain drawbacks with how it immediately closes? Like is there any risk involved?
Thank you for your time and effort with this mod, I will track it for now to see if you reply (thanks in advance if you do!), but will inevitably download it and endorse in time regardless.
You can try both of them, see which one works best in your situation. Just activate/deactivate one in your mod list. In your case you should use Lite version to close dialogue immediately (skipping any dialogue scripts). However, Lite version is not recommended as it can break the game by closing important conversations, you should use it with caution.
Will this work on animals & robots and other AI's? Sometimes I get a compass reading that an AI is friendly and I have the option to be able to recruit that AI but after I recruit that AI I can't get out of that screen without having to quit the game altogether.
He's saying that there is no goodbye option in that particular situation. I do so believe anyway. Basically he's stuck in the dialogue menu and can't get out of it due to the goodbye option not being present, so the game is forcing him to have a conversation basically.
If your controls are disabled before starting a conversation you will not be able to leave it. This is intentional, if you can't get back into conversation you wont be able to leave it.
29 comments
At some point some merchant dialog stop ever appearing and there is no voice talking too. I just see subtitles but person doesn't talk and dialog with my options doesn't appear. Game hangs and doesn't respond. I can only click escape and exit to main menu or reload.
Once I see this happens it never fixes itself. It is forever broken. I think this is stored in save files because when I load earlier saves it works.
So far I saw this happens with Crazy Wolfgram, Gob, and random scavenger in front of Super-Duper Mart. I tried to restart game from leaving vault 101 3 times and every time see this. Just at some random time with some other character. Crazy Wolfgram - twice, Gob - once, random scavenger - once.
Now I am not 100% sure this is because of this mod. However, I used light version that stops the script AND this manifests itself with dialog. So my wild guess this may be related. I will try to play without this mod and see if this appears again.
Will be disabling this mod, unfortunately. I just wish there was a fix, maybe with GECK or something.Edit: Okay, so it's pretty easy to fix, at least with minor NPCs like Jenny Stahl.
1st, I used the console and the command player.placeatme [NPC's Base ID] 1 to create a clone of Jenny. It copied her inventory, but not her barter menu inventory (in time they might restock, but I was impatient).
2nd, with the original, bugged Jenny selected in the console, I used sbm to show her barter menu. I bought everything she had, and noted how many caps it cost me, and how many caps she had. Note: using this command on non-vendors may apparently crash the game.
3rd, with the clone selected in the console, I used OpenTeammateContainer 1 and transferred the items I bought from the original into the clone's inventory, as well as her caps.
4th, I used player.additem 0000000f [# of caps I spent] to reimburse myself of the caps spent to buy Jenny's barter inventory.
5th, I selected the original Jenny and disabled her.
The clone seems to work just fine, barter menu and all, though she greeted me as though we talked for the first time. I'm sure there's unnecessary steps included here, or less refined ones, but I'm leaving this comment here in case I run into this problem again or in case someone else may find it useful.
I use the mod Real Time Settler, and occasionally I'll run into an NPC that has only one conversation option, which is the topic that allows me to recruit them as a follower and have them join my settlement. Often times, I don't want them as a follower, but the dialogue forces me to make them one as there is no option to back out or exit the conversation, so I usually am forced to load a previous save (causing a major hassle), which is where I think your mod would come in handy.
However, the two options you provide are one that includes dialogue skipping and one that doesn't, and my question is: Would the automatic dialogue skipping cause them to end up going through the dialogue of recruiting them, since it's the only choice in topic? If so, would my best bet be to choose the one that doesn't skip dialogue and immediately closes? Or am I misunderstanding what is meant by "automatic dialogue skipping"?
Also, does the lite version, without dialogue skipping, have certain drawbacks with how it immediately closes? Like is there any risk involved?
Thank you for your time and effort with this mod, I will track it for now to see if you reply (thanks in advance if you do!), but will inevitably download it and endorse in time regardless.
I think you should mark the Lite version an optional or misc file instead of main because it's currently presented above the suggested version.