do you know how dialogue commands work? the say command isnt always effective , do you know how to use the actual number command i cannot figure it out xs tried [DIAL07956058] etc never works
Sure, I'm fine with that. It might take some tweaking to get this into a state that is compatible with UFO4P design philosophy, though. I used a start-game enabled quest script to try forcing the solution for in-progress games, which might go a tad further than a strictly bug-fixing contribution.
There is also a bit more unused content in Curie's dialogue tree that relates to being able to permanently ward off the romance retry dialogue. A more comprehensive rework of this dialogue might effect that being available too, but I didn't touch it. After a cursory look through the dialogue trees for similar companions, I think that functionality is not implemented for (any?) companions either.
I would be happy to help integrating this into UFO4P proper, if you are in contact with the team. I don't actually have an account available, currently, over where their bug tracker is hosted though.
I have updated the issue on the UFO4P tracker, but I don't have much more contact with them team other than that. Hopefully one or some of them will approach you. I've been told they are likely to start working on the next version "next week" (whether that's tomorrow or 8 days from now, I don't know).
Hey, so, it's not "next week" but turned into "next month" cause we got fed up with problems on our old tracker and I wrote a new one
Anyway, I'm looking at this file now and wondered if you still have the source code for these scripts? Also if you wouldn't mind explaining the various changes in quest stages you've added. A rough look seems to indicate it wouldn't need to have much done other than putting those changes in.
This was all done using the Creation Kit and xEdit. The former to research Curie's dialogue chain and make the necessary changes, and the latter to check/clean my work, as well as serving in a supplementary role for comparing other base-game dialogue.
Either I am stupid as a sheep or this really doesn't work as it should... Alright, so here is my issue: As Curie talked to me about the improved Stimpak I had the chance to romance her. However I friendzoned her because I wanted to wait until I finished the main story line. Of course I didn't know atm that the dialogue won't show up ever again. So I installed your mod in the hope the dialogue comes up again. But it's still the same situation; She doesn't force a dialogue, neither can I begin the conversation. Everytime I ask about our relationship the dialogue ends without her saying anything. It says in your description that there is a quest which determines if the player already had the chance to romance her. How is this quest available? Can you explain this a little further?
Thank you for your time and this mod, I hope to hear from you soon and that we can fix this.
I tested a situation similar to what you have described when I first made this. When you first installed this mod on the save game, you should have noticed, at first loading the game, a small notification in the corner of your screen. This indicates that the mod successfully fired off the quest that resets values to allow Curie to bring the romance option back up. If that didn't occur, then something else has gone wrong, likely either on my end: an edge case that I did not account for, or a problem on your end: something wrong with installing/activating the mod.
If you did get that notification, then the first possibility that comes to mind is that simply not enough time has passed. Try using some combination of waiting + the console commands 'sgtm' and 'set timescale to x' in order to rapidly advance game time. You could e.g. go to a non-complex interior like Home Plate, 'set timescale to 5000' and leave the game running for a bit, which is supposed to eventually cause Curie's dialogue quest to bring the romance dialogue back up. This is exactly what I did during testing of the mod before I released it, and it worked for me.
The behavior wherein Curie says nothing when the player asks about their relationship occurs in the vanilla game as a symptom of the problem that I designed this mod to solve, so that may indicate a problem with getting this working. If you have a copy of the save in question + a load order, I could try to reproduce it on my end when I have some time. University is keeping me pretty busy atm though, so I haven't had as much time to maintain my mods lately as I would like, but my same Fallout 4 installation I developed this on is still intact.
+2 This NEEDS to be included with UFO4P. This and that one that fixes the Live & Love Mag, if it hasn't been already. Best Gir... I mean, Curie has got some major glitches, doesn't she?
16 comments
I installed this mod and sadly it doesn't seem to work for me.
Any suggestions?
Edit: I went ahead and reported the issue in UFO4P's bug tracker. Feel free to reply there if they can use your plugin instead of implementing from scratch.
There is also a bit more unused content in Curie's dialogue tree that relates to being able to permanently ward off the romance retry dialogue. A more comprehensive rework of this dialogue might effect that being available too, but I didn't touch it. After a cursory look through the dialogue trees for similar companions, I think that functionality is not implemented for (any?) companions either.
I would be happy to help integrating this into UFO4P proper, if you are in contact with the team. I don't actually have an account available, currently, over where their bug tracker is hosted though.
And thanks! :)
Anyway, I'm looking at this file now and wondered if you still have the source code for these scripts? Also if you wouldn't mind explaining the various changes in quest stages you've added. A rough look seems to indicate it wouldn't need to have much done other than putting those changes in.
Thank you!
As Curie talked to me about the improved Stimpak I had the chance to romance her. However I friendzoned her because I wanted to wait until I finished the main story line. Of course I didn't know atm that the dialogue won't show up ever again.
So I installed your mod in the hope the dialogue comes up again. But it's still the same situation; She doesn't force a dialogue, neither can I begin the conversation. Everytime I ask about our relationship the dialogue ends without her saying anything.
It says in your description that there is a quest which determines if the player already had the chance to romance her. How is this quest available? Can you explain this a little further?
Thank you for your time and this mod, I hope to hear from you soon and that we can fix this.
I tested a situation similar to what you have described when I first made this. When you first installed this mod on the save game, you should have noticed, at first loading the game, a small notification in the corner of your screen. This indicates that the mod successfully fired off the quest that resets values to allow Curie to bring the romance option back up. If that didn't occur, then something else has gone wrong, likely either on my end: an edge case that I did not account for, or a problem on your end: something wrong with installing/activating the mod.
If you did get that notification, then the first possibility that comes to mind is that simply not enough time has passed. Try using some combination of waiting + the console commands 'sgtm' and 'set timescale to x' in order to rapidly advance game time. You could e.g. go to a non-complex interior like Home Plate, 'set timescale to 5000' and leave the game running for a bit, which is supposed to eventually cause Curie's dialogue quest to bring the romance dialogue back up. This is exactly what I did during testing of the mod before I released it, and it worked for me.
The behavior wherein Curie says nothing when the player asks about their relationship occurs in the vanilla game as a symptom of the problem that I designed this mod to solve, so that may indicate a problem with getting this working. If you have a copy of the save in question + a load order, I could try to reproduce it on my end when I have some time. University is keeping me pretty busy atm though, so I haven't had as much time to maintain my mods lately as I would like, but my same Fallout 4 installation I developed this on is still intact.
Definitely going to use this until that day though =)
Thanks Raider480 for debugging this and fixing it!