Last updated at 21:35, 17 Oct 2017 Uploaded at 12:20, 11 Oct 2017
Extended Dialogue Interface
Extended Dialogue Interface
★ About ★
In the vanilla game, player dialogue requires exactly four response options - the game would not accept any more, nor any less. This system also shoehorned most dialogue into one of four types: Yes, No, Neutral and Question. As you might imagine, dialogue doesn't always fall neatly into these categories!
The Extended Dialogue Interface (XDI) is a framework that removes the hardcoded 4-option limit on dialogue and adds engine support for any number of player dialogue options.
Mods can now create new dialogue experiences that emphasize player choice and have dialogue options that truly reflect their intent.
XDI does not modify vanilla dialogue on its own but will display full-text for vanilla dialogue choices.
Interestingly, in several vanilla scenes, Bethesda themselves have additional dialogue options recorded! In many cases, these are not wired up correctly for XDI (no associated responses, etc.) so they cannot simply be turned on globally. However, it is possible for modders to modify such vanilla dialogue scenes to wire them up correctly and expose additional voiced dialogue lines that are already part of the base game.
★ Features ★
- Full dialogue text. View your dialogue options with full certainty of what you're going to say.
- Dialogue cues. A question icon can be optionally displayed for dialogue options that do not advance the conversation. No more accidentally making a choice when all you wanted was to get more information. Options that end the conversation will have a door icon displayed beside them.
- Flexible dialogue options. Have less than four things to say? Then have just two options. Or add as many options as you'd like.
- No player voice, no problem. Skyrim and New Vegas didn't have a voiced player either! XDI makes engine modifications to overcome this. For unvoiced player dialogue, NPC dialogue starts right after option selection. The dialogue camera is hot-patched to keep focus on the NPC instead of (in vanilla) looking at the player's unmoving mouth. No more awkward pauses.
- Configurable via MCM. XDI comes with a MCM menu for easy configuration.
- No hacks. These changes are integrated into the engine - no need for workarounds, 'blank voice files', patching STRINGS files, etc.
★ Installation ★
Install with your preferred mod manager, or copy the files in the download to your Fallout 4 Data folder and activate XDI.esm.
Make sure that you start the game with the F4SE loader.
If you get an error about the XDI plugin not being loaded, double-check that you have F4SE installed and running!
When installing XDI, make sure there is no DialogueMenu.swf file in your Data\Interface folder. This file is provided in XDI's BA2 archive. Any loose interface file in that folder will take priority and override XDI's file.
★ Requirements ★
Fallout 4 game version 1.10.26.
Fallout 4 Script Extender (F4SE), 0.6.0 or higher.
The Mod Configuration Menu (1.2 or higher) is highly recommended if you want to configure XDI in-game. Alternatively, you can modify XDI's INI file manually at
★ Compatibility ★
XDI replaces the DialogueMenu.swf interface file and is not compatible with mods that do the same. (This means the Full Dialogue Interface mod is incompatible.)
Other than the menu, XDI does not modify any vanilla forms or dialogue and will not conflict with other mods.
XDI dynamically retrieves full text dialogue from the game and is automatically compatible with all DLCs and mods that add dialogue - no patches are required.
★ Team ★
registrator2000 - F4SE plugin and backend work
Neanka - Dialogue menu interface and additional class decoding
★ More ★
Check out the Articles tab for more information!
Background Information describes the motivation behind the creation of XDI.
Guide for Modders is a modders' guide to XDI.
Suggestions? Thoughts? Join the XDI Discord here: https://discord.gg/BSSm9m9
Github [C++] (F4SE plugin)
Github [AS3] (Dialogue menu interface)
★ Acknowledgements ★
Many thanks to the xSE team, for F4SE.
Thanks to the Fallout Cascadia project for initial ideas and suggestions.