This is a great mod but it sometimes skips dialogue like I'm hammering A. The entire scene after the kid Daphne replaces after he gets back from Melve was skipped and I couldn't do anything about it.
Had another issue report with the same scene with daphne lookalike too, was that the only scene it happened for you in or were there any others? Will try seeing if I can dig up a save to test that part again soon.
Just posted 1.1 which hopefully helps with it, haven't been able to find a save backup to check it myself though, if anyone else runs into same issue please let me know.
Yeah I noticed the same sadly, wasn't sure if it was just my setup since nobody else mentioned it though, but guess not, luckily it only happens at the first convo in the session.
If you look at the code for this it's pretty simple really, tested it with the extra UI/error checking/etc stuff removed too but the first-time-stutter still happened with it, seems it might just be an issue with the sdk.hook call itself, maybe future REF update will be able to help with it.
Why the devs felt it's a great idea to have the player press a button to advance dialogue once it's finished is beyond me... they must be in love with clunkiness. This mod is a much needed QOL feature. Thanks!
Needed. Feels like pokemon with the press next to advance convo, i get that they want us to listen to every word intently and actually be paying attention but cmon man.
Thank you for the wonderful QoL mod, the game really should of had this from the start.
I did have a request, not a fault of the mod but just noticed it being an issue when someone was trying to talk to me during an NPC conversation. There is currently no way to pause the auto dialog if you need to, so I was wondering if we could have a bind to pause/resume auto dialog, like start button or something. I noticed other mods had controller UI options, like the lock on mod with circle being the default bind for dash, but I don't know how difficult that would be to implement or if that's something that one of the libraries they use has to make it possible to do.
i mean isnt that because you should be able to pick up what npc say to you no matter what (like if you dont listen or dont read fast enough). like its a game where you get infos from spoken text of npcs about quests and what to do. when you dont listen or cant read it fast enough its logical to not advance text automatically, or else you will miss stuff earlier or later and be mad if you want to understand everything, BUT i get that for many other its a huge QoL to have this implemented with this mod no, sooo no hate or anyhthing just wanted to explain why its logical for me at least. after 100h its obviously the better choice to have this in the game but early for newcomers the "not auto advance dialoge" thing is good i think.
maybe i am mistaken in thinking so, just my inital thoughs. cheers and much love <3
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If you look at the code for this it's pretty simple really, tested it with the extra UI/error checking/etc stuff removed too but the first-time-stutter still happened with it, seems it might just be an issue with the sdk.hook call itself, maybe future REF update will be able to help with it.
Modding rules.
I did have a request, not a fault of the mod but just noticed it being an issue when someone was trying to talk to me during an NPC conversation. There is currently no way to pause the auto dialog if you need to, so I was wondering if we could have a bind to pause/resume auto dialog, like start button or something. I noticed other mods had controller UI options, like the lock on mod with circle being the default bind for dash, but I don't know how difficult that would be to implement or if that's something that one of the libraries they use has to make it possible to do.
Either way thank you for the mod, I love it.
Thank you for this mod!
maybe i am mistaken in thinking so, just my inital thoughs.
cheers and much love <3