UPDATE (V. 2.05): 10 more NPCs are added in V. 2.05 (s. update file) and the mod is completed so far. To update from V. 2.0 to 2.05 please use the update file (category Update files) and not the updated complete package (category Main files), otherwise you will overwrite the changes you made to the Setting files.
If you find more NPCs that need to be addressed, just name them and their in-game location in the comment section, so I can add them. If you encounter any issues, report them in the comment or in the bugs section.
Version 2.0 has finally arrived. It is declared as Test Version until I gathered some feedback. Some NPC routines might show unintended behaviour; a lot of changes and additions have been made to more than 140 scripts, and it's impossible to notice every little mistake. Though such issues should be minor and can be fixed.
Some reported issues with V. 1 should be avoided in V. 2. Installing the new version over the old one is possible, but there's no 100% guarantee that all NPC routines work as intended.
I hope you enjoy this new version and its extensive options to adjust it to your liking!
Hi Abraxas. Thanks for this essential mod. Is there any way to change the chatter rate to an average rate? I mean, not as much as vanilla and not as quiet as your preferences. (For all NPCs)
You could try the following values in the scripts "QD_NPC_Settings" and (neglectable) "QD_Item_Settings" (assumed everything else is set to the default values of my mod):
Set(%QD_ChatChanceMin,0.4)
instead of 0.1 (so four times more likely than with my default values, but still less than 40 % as likely as in Vanilla). I would focus on this value to increase/decrease the chatter frequency. If you want to set this value higher than 0.5 (50 %), you need to increase the value in: Set(%QD_MasterChance,0.5), which defines the maximum chance.
Maybe additionally:
Set(%QD_MasterIdleStrength,3)
instead of 6, so NPCs idle less (silently) than with my default values.
Also don't forget to increase the value in:
Set(%NewUpdateNr,1) to make the scripts update themselves.
Some settings may apply with a delay; if you want to make them apply immediately, change the value of %QD_ResetChatChance to 1:
The mod description mentions a default configuration. It would be useful to know what configuration would make the mod NOT change the game behavior. In other words, what configuration would exhibit vanilla behavior? Asking because it would nice to make incremental changes that move the behavior away from vanilla to find a configuration I like. Thanks!
Also keep in mind to increase the current update number (from whatever value) in your file in the following line (may already be higher than 1 from previous changes):
Set(%NewUpdateNr,1)
To make all changes immediately take affect, change the value to 1 (if 0) in the following line:
Set(%QD_ResetChatChance,0)
A few minor differences to Vanilla will remain because of additional animations etc. for more varied NPC behaviour, but the frequency of NPC chatter will be nearly identical with Vanilla experience.
Huge thanks for the mod, I can stop tearing my hair out while any friendly npcs are nearby now. "Keeping it together Bree?" got nothing on DOS1 chatter.
This mod feels almost mandatory... it changes absolutely nothing gameplay wise, but maaaaaan, what did they think when they made NPCs talk this much in town?! Thanks for creating the mod.
Thank you so much for this. I would have either quit playing this game or I would have had to set the voice volume to zero to continue without this mod. I was losing my mind in the first area so I have no idea how something so dumb made it pass play testing.
Using Faster Animations (NPC_Complete (32 perc. skills - 55 perc. attacks) - V. 1.0, Player_Skills (47 percent) - V. 1.0, and Player_MovementSpeed - V. 1.0) and SamaritanMod Standard 2.02. What do I install from here, considering the misc file says it's compatible with SamaritanMod 2.0 and it doesn't specify if I need the main file? Is BetterLoot compatible with this setup?
Yes, the main files of QuietDay are required. The compatibility patch (Miscellaneous files) is just a patch and must be installed after installing the main files of Samaritan and QuietDay (the order of installing the main files doesn't matter, it's just important that the compatibility patch is installed last). BetterLoot doesn't interfere with my mods, so it can be used as well. :-)
I was skeptical at first but with some tweaks I can finally stop hearing about the Cyseal's finest veggies and greens
1) open Data\Public\Main\Scripts\QD_NPC_Settings.charScript 2) change Set(%NewUpdateNr,1) to Set(%NewUpdateNr,2) 3) Set(%QD_MasterTimer,0) to Set(%QD_MasterTimer,600) 4) Set(%QD_MasterTimeoutChance,0) to Set(%QD_MasterTimeoutChance,100)
One note though: Setting QD_MasterTimeoutChance to 100 means 10,000 % chance (not a problem in your case, but would be if someone tries to set a chance lower than 100 %). Value 0.1 equals 10 %, 0.2 equals 20 %, and so on. 1.0 is 100 %.
At first i was like "Well i will play the game first, stuff like this is overdramatized a lot of times".
2 minutes in the first city standing next to some fishermen trying to fix my inventory. "Ahhhhhh i get it".
Who the hell came up with the idea that its good for NPCs to constantly repeat their lines.
Great mod, much appreciated.
Allthough i have a quick question i am not 100% sure about because i am dumb:
If i at first just want to try out reduced chatter only and keep player comments and zombie nick at default, i just have to delete the 2 files mentioned in the readme where you usually adjust settings for, right? (GLO_CombatComments and CYS_BC_Summon_Nick)
Yes, you definitely have to hear it (again and again and again) to make a judgement. ;-)
To your question:
"CYS_BC_Summon_Nick" can just be deleted to return to Vanilla. Or you just change the two settings to value 1.0 in the script (= 100 % chance, as in Vanilla), so you don't have to re-install the file later if you need it: Set(%SummonCommentChance,1.0) Set(%TurnCommentChance,1.0)
"GLO_CombatComments" on the other hand (if you saved the game with this script installed) requires changing the values back to Vanilla in the script (see the event block "EVENT QD_CommentsAndGameClock"), because the values are saved into the save file and also checked in the Vanilla script:
96 comments
10 more NPCs are added in V. 2.05 (s. update file) and the mod is completed so far. To update from V. 2.0 to 2.05 please use the update file (category Update files) and not the updated complete package (category Main files), otherwise you will overwrite the changes you made to the Setting files.
If you find more NPCs that need to be addressed, just name them and their in-game location in the comment section, so I can add them. If you encounter any issues, report them in the comment or in the bugs section.
--------------------------------------------------------
Version 2.0 has finally arrived. It is declared as Test Version until I gathered some feedback. Some NPC routines might show unintended behaviour; a lot of changes and additions have been made to more than 140 scripts, and it's impossible to notice every little mistake. Though such issues should be minor and can be fixed.
Some reported issues with V. 1 should be avoided in V. 2. Installing the new version over the old one is possible, but there's no 100% guarantee that all NPC routines work as intended.
I hope you enjoy this new version and its extensive options to adjust it to your liking!
not as quiet as your preferences. (For all NPCs)
Set(%QD_ChatChanceMin,0.4)
instead of 0.1 (so four times more likely than with my default values, but still less than 40 % as likely as in Vanilla). I would focus on this value to increase/decrease the chatter frequency. If you want to set this value higher than 0.5 (50 %), you need to increase the value in:
Set(%QD_MasterChance,0.5), which defines the maximum chance.
Maybe additionally:
Set(%QD_MasterIdleStrength,3)
instead of 6, so NPCs idle less (silently) than with my default values.
Also don't forget to increase the value in:
Set(%NewUpdateNr,1) to make the scripts update themselves.
Some settings may apply with a delay; if you want to make them apply immediately, change the value of %QD_ResetChatChance to 1:
Set(%QD_ResetChatChance,1)
I hope that helps!
For Vanilla behaviour, the values in "QD_NPC_Settings" and "QD_Item_Settings" (only used by 2 items in game, so could be neglected) would be:
Set(%QD_MasterChance,1.0)
Set(%QD_ChatChanceMin,1.0)
Set(%QD_MasterTimer,0)
Set(%QD_MasterTimeoutChance,0)
Set(%QD_MasterReduction,0)
Set(%QD_MasterReductionChance,0)
Set(%QD_MasterChanceIncrease,0)
Set(%QD_MasterChanceIncreaseChance,0)
Set(%QD_MasterChatIncreaseTimer,0)
Set(%QD_MasterTimedChatIncrease,0)
Set(%QD_MasterTimedChatIncreaseChance,0)
Set(%QD_MasterIdleStrength,0)
Set(%QD_MasterIdleRepeatChance,0)
Set(%QD_MasterIdleTime,0)
Set(%QD_IncreaseOnTimeout,0)
Set(%QD_TimeoutEndOnInactive,0)
Set(%QD_NoIdleAfterIdle,0)
Set(%QD_IdleEndOnTimeoutEnd,0)
Also keep in mind to increase the current update number (from whatever value) in your file in the following line (may already be higher than 1 from previous changes):
Set(%NewUpdateNr,1)
To make all changes immediately take affect, change the value to 1 (if 0) in the following line:
Set(%QD_ResetChatChance,0)
A few minor differences to Vanilla will remain because of additional animations etc. for more varied NPC behaviour, but the frequency of NPC chatter will be nearly identical with Vanilla experience.
"Keeping it together Bree?" got nothing on DOS1 chatter.
Is BetterLoot compatible with this setup?
BetterLoot doesn't interfere with my mods, so it can be used as well. :-)
1) open Data\Public\Main\Scripts\QD_NPC_Settings.charScript
2) change Set(%NewUpdateNr,1) to Set(%NewUpdateNr,2)
3) Set(%QD_MasterTimer,0) to Set(%QD_MasterTimer,600)
4) Set(%QD_MasterTimeoutChance,0) to Set(%QD_MasterTimeoutChance,100)
One note though: Setting QD_MasterTimeoutChance to 100 means 10,000 % chance (not a problem in your case, but would be if someone tries to set a chance lower than 100 %). Value 0.1 equals 10 %, 0.2 equals 20 %, and so on. 1.0 is 100 %.
2 minutes in the first city standing next to some fishermen trying to fix my inventory. "Ahhhhhh i get it".
Who the hell came up with the idea that its good for NPCs to constantly repeat their lines.
Great mod, much appreciated.
Allthough i have a quick question i am not 100% sure about because i am dumb:
If i at first just want to try out reduced chatter only and keep player comments and zombie nick at default, i just have to delete the 2 files mentioned in the readme where you usually adjust settings for, right? (GLO_CombatComments and CYS_BC_Summon_Nick)
To your question:
"CYS_BC_Summon_Nick" can just be deleted to return to Vanilla. Or you just change the two settings to value 1.0 in the script (= 100 % chance, as in Vanilla), so you don't have to re-install the file later if you need it:
Set(%SummonCommentChance,1.0)
Set(%TurnCommentChance,1.0)
"GLO_CombatComments" on the other hand (if you saved the game with this script installed) requires changing the values back to Vanilla in the script (see the event block "EVENT QD_CommentsAndGameClock"), because the values are saved into the save file and also checked in the Vanilla script:
Set(%MasterTimer,5)
Set(%SkillCommentFrequency,0.2)
Set(%MissCommentFrequency,0.2)
Set(%RareCommentFrequency,0.2)
Set(%JunkCommentFrequency,0.2)
Set(%StatusCommentFrequency,0.2)
Set(%LowHealthCommentThreshold,0.2)
Set(%LowHealthCommentChance,1.0)
Set(%DeathCommentFrequency,0.2)
Set(%BlockCommentFrequency,0.2)
Set(%CriticalCommentFrequency,0.2)
Set(%LockCommentFrequency,0.2)
Please don't delete the script, if you keep the QuietDay system. One part of the script (the game clock) is necessary for other parts.