Q: Will this remove player dialogue or make my player silent?
A: No, it will not! XDI does not modify vanilla dialogue. Your player character will continue to be voiced.
What XDI does do is enable mods to seamlessly add any number of new unvoiced player lines to be displayed in the dialogue menu. When selected, NPC responses play out without delay and without focusing the dialogue camera on the player. This might sound like exactly what you'd expect from a dialogue system - but can you believe that Bethesda has made this straightforward interaction nigh-impossible with the vanilla dialogue system?
With XDI, modders won't have to fiddle with empty voice files, and you won't need to fight with the dialogue camera constantly switching to your voiceless player. Mod-added dialogue scenes will play out just like in earlier Bethesda games except with Fallout 4's new cinematic camera system.
Q: What will XDI do if I don't have any mod that adds new dialogue yet?
A: For vanilla dialogue, XDI will:
- Show full text for vanilla dialogue options.
- Change the menu to a list-based format instead of a four-option dialogue wheel.
- Optionally show dialogue cues like a Question icon beside options that don't advance the conversation, and a Door icon beside options that end the conversation. Dialogue cues are automatically generated at runtime from game data.
Q: I have some other mods that add dialogue to the game. Will I need patches for them?
A: No patches are needed! XDI retrieves full dialogue lines directly from the game and is automatically compatible with mods that add dialogue or modify existing lines. However, an exception to this is if the mod has itself tried to 'work-around' FO4's dialogue limitations by putting their entire dialogue line in the 'short prompt' section and leaving the actual full dialogue section empty. XDI correctly retrieves the full-text of the dialogue, but in this case no dialogue is present there and you may see empty dialogue options. In these cases, a patch is required.
Q: How do dialogue cues work?
A: Dialogue cues are automatically generated based on whether a dialogue option: - Loops to itself (for the Question icon) - Ends the conversation (for the Door icon) - Opens a vendor's trade menu - Opens an inventory menu
Be aware that XDI can't always detect whether a conversation will loop to itself. If an option makes two or more transitions before looping they won't be automatically detected. Scenes that break up player dialogue and NPC dialogue into separate actions also won't be automatically recognized.
Modders can always explicitly add dialogue cues and other icons to dialogue options.
If you don't want to see dialogue cues, you can turn them off in the MCM options.
Just a heads up for anyone having trouble not having this mod work. If you happen to have vault girl interface/hud mods in your load order, they maybe the culprit. They have loose files that will negate the mod ENTIRELY. Ive found two options: 1. Pick either or 2. Patch: Vault Girl Mod Alpha Extended Dialog Interface (XDI) Patch-Fix https://www.nexusmods.com/fallout4/mods/35278?tab=files
I have the mod installed and it says that the XDI.Ill file isn't listed in the Data\F4SE\Plugin even though I see the file in the directory (which is XDI.Ill and .esm), and there is no DialogueMenu.swf file. The only thing that could interfere with the mod is the Silent Protagonist mod, but so far it has worked well. Even launching F4SE didn't work and every mod is updated. Can someone tell me.... WHY WON'T IT WORK?!!!!!
So far working perfectly except for companions currently following you. When you initially talk to them, you get the talk/trade/stay radial menu, and after selecting talk, it shows the full dialogue like it should. Any ideas? Currently using a few other companion mods: 1) Settler and Companion Dialogue Overhaul 2) Better Companions 3)Unlimited Companion Framework AFAIK, none of these should be conflicting with this one, but maybe there's something I'm not aware of. Or maybe there's another mod in my list that's causing issues.
Having trouble where i continually get the XDI Status FAIL error message despite manually reinstalling the newest version to ensure nothing is missing. Please advise.
I found a way to make XDI work, mainly a fix for Mod Manager users, but instead put the XDI.dll into your overwrite directory F4SE/plugins directory. Once I did this, the error of XDI.dll not running went away and it began working as intended. I'm using Fallout 4 Next Gen with the 1.4 version of XDI.
Hope this helps anyone who was getting the XDI.dll not installed error.
In my experience, this is something MO2 does automatically upon launching the game with f4se for mods that have a f4se plug-in. if it is not doing it automatically, right click the mod in the left pane and select open in explorer F4SE > Plugins > XDI.dll copy the XDI.dll and then at the bottom of your load order you will see a "Overwrite" open that in explorer and paste the XDI.dll in there
This worked for me! Thank you. I think I'm just going to go back to manually downloading mods, vortex is nice but unless you know what you're downloading is stable, and you have A LOT of mods, it seems to create lots of little errors or frustrations.
This worked for me. If it's not already there, add an F4SE and then Plugins folder in it into your overwrite directory, then copy XDI.dll into the Plugins folder.
Hey Guys for the people who are getting this error
F4SE Status: OK XDI Status: FAIL XDI is not running. Make sure that XDI.dll is in your Data\F4SE\Plugins directory.
make sure that XDI.dll is in this folder : Fallout 4/data/F4SE/Plugins. If yes then you propably installed the version 1.3.6 same as I. To fix the error simply uninstall version 1.3.6 and install 1.4.0. In the description of 1.4.0 it states that it is a beta for next gen update 2. if this helped I am glad
thank you worked LIKE A CHARM! youre a godsaver! wish mod authors would just use new gen version as automatic vortex download. if someones on a rollback update they are used to downloading the older file.
Hello, accidentally deleted the XDI file (and others) for Fallout London. I reinstalled everything, but now, there is a pause for my dialogue to be spoken which is empty because the game doesn't have VA for the the character. I heard they used a special DLL but I can't find it as a loose file.
6/21/2025: The mod seems to work with next gen patch. Vortex did stage it correctly with no need to copy/move file into the correct f4se/plugin folder. However, the default file is still the old file (before next-gen patch) so you have to actually click on the "files" tab and navigate to the new "1.40 Beta for NG patch 2" file and you can use vortex or manual from there. That seems to be the only issue is people are still downloading the old file as it hasn't been changed from default. Good luck out there!
6/26/2025: I am roughly 23 hours into the new save I made to test the mod. Only a couple of issues I've noticed so far, but nothing game breaking. First one is, sometimes dialogue selections will become stuck when entering menus (ex. Talking to a store owner and then entering store menu). This doesn't seem to interfere with shopping or clicking on any options (items, or clicking accept trade/cancel...), its just a visual freeze I think. The 2nd is sometimes the sole survivor lines don't match up, the biggest culprit would also be with stores and the lines "sure, i'll take a look" and "I've got a few moments to browse" are used interchangeably. I am not currenty running any other dialogue or content mods, but I do have the 'FallUI' collection which could be the issue with the dialogue box freeze, although nothing in the script seems to pop up. I'd say all in all the mod appears stable well into the gameplay. Endorsed +1.
2749 comments
Q: Will this remove player dialogue or make my player silent?
A: No, it will not! XDI does not modify vanilla dialogue. Your player character will continue to be voiced.
What XDI does do is enable mods to seamlessly add any number of new unvoiced player lines to be displayed in the dialogue menu. When selected, NPC responses play out without delay and without focusing the dialogue camera on the player. This might sound like exactly what you'd expect from a dialogue system - but can you believe that Bethesda has made this straightforward interaction nigh-impossible with the vanilla dialogue system?
With XDI, modders won't have to fiddle with empty voice files, and you won't need to fight with the dialogue camera constantly switching to your voiceless player. Mod-added dialogue scenes will play out just like in earlier Bethesda games except with Fallout 4's new cinematic camera system.
Q: What will XDI do if I don't have any mod that adds new dialogue yet?
A: For vanilla dialogue, XDI will:
Q: I have some other mods that add dialogue to the game. Will I need patches for them?
A: No patches are needed! XDI retrieves full dialogue lines directly from the game and is automatically compatible with mods that add dialogue or modify existing lines. However, an exception to this is if the mod has itself tried to 'work-around' FO4's dialogue limitations by putting their entire dialogue line in the 'short prompt' section and leaving the actual full dialogue section empty. XDI correctly retrieves the full-text of the dialogue, but in this case no dialogue is present there and you may see empty dialogue options. In these cases, a patch is required.
Q: How do dialogue cues work?
A: Dialogue cues are automatically generated based on whether a dialogue option:
- Loops to itself (for the Question icon)
- Ends the conversation (for the Door icon)
- Opens a vendor's trade menu
- Opens an inventory menu
Be aware that XDI can't always detect whether a conversation will loop to itself. If an option makes two or more transitions before looping they won't be automatically detected. Scenes that break up player dialogue and NPC dialogue into separate actions also won't be automatically recognized.
Modders can always explicitly add dialogue cues and other icons to dialogue options.
If you don't want to see dialogue cues, you can turn them off in the MCM options.
1. Pick either or
2. Patch: Vault Girl Mod Alpha Extended Dialog Interface (XDI) Patch-Fix https://www.nexusmods.com/fallout4/mods/35278?tab=files
Works like a charm!
menu, and after selecting talk, it shows the full dialogue like it should. Any ideas? Currently using a few other companion mods:
1) Settler and Companion Dialogue Overhaul
2) Better Companions
3)Unlimited Companion Framework
AFAIK, none of these should be conflicting with this one, but maybe there's something I'm not aware of. Or maybe there's another mod in my list that's causing issues.
Hope this helps anyone who was getting the XDI.dll not installed error.
F4SE Status: OK
XDI Status: FAIL
XDI is not running. Make sure that
XDI.dll is in your Data\F4SE\Plugins
directory.
make sure that XDI.dll is in this folder : Fallout 4/data/F4SE/Plugins. If yes then you propably installed the version 1.3.6 same as I. To fix the error simply uninstall version 1.3.6 and install 1.4.0. In the description of 1.4.0 it states that it is a beta for next gen update 2.
if this helped I am glad
Kudos!
May I say to try MO2.. it work's better then what you are using now. once you get the hang of it.
Any chance anyone knows what I need to do?
6/26/2025: I am roughly 23 hours into the new save I made to test the mod. Only a couple of issues I've noticed so far, but nothing game breaking. First one is, sometimes dialogue selections will become stuck when entering menus (ex. Talking to a store owner and then entering store menu). This doesn't seem to interfere with shopping or clicking on any options (items, or clicking accept trade/cancel...), its just a visual freeze I think. The 2nd is sometimes the sole survivor lines don't match up, the biggest culprit would also be with stores and the lines "sure, i'll take a look" and "I've got a few moments to browse" are used interchangeably. I am not currenty running any other dialogue or content mods, but I do have the 'FallUI' collection which could be the issue with the dialogue box freeze, although nothing in the script seems to pop up. I'd say all in all the mod appears stable well into the gameplay. Endorsed +1.