Update 3.0 -Remade the entire mod, Now extremely lightweight with no scripts constantly running
To update for existing saves: Uninstall the old verision, use fallrimtools to clean your save, install the new version New saves are fine with just updating.
Apparently it's been a couple of years since anyone last commented on this mod. But I'm not aware of any other mods that do the same thing, so I don't think there's an alternative to this mod.
Basically, it doesn't appear to be working. Starting conversations with NPC's is the same as without the mod, they often times will just walk away mid-dialogue. This aborts the conversation, and you have to run up to them again, and try to block their path so you can have the conversation again.
This mod is also supposed to make small changes to many of the NPC animations, so the NPC can enter into the dialogue before the animation is complete. For example, if you start a conversation with a settler that's picking corn, you don't have to wait for them to dust the dirt off and stand up first before they start speaking. That feature also doesn't appear to be working.
So with as much testing as I've done so far, this mod is currently 100% non-functioning. Most likely needs updated for the NG version of the game.
Yep, it's 100% busted. It's extremely annoying to have to deal with NPCs rambling and babbling for 20 minutes before they even open a dialogue screen in the first place (a serious design flaw/failure) but when they're also wandering around at the same time, forcing you to chase them down and forcing you to have to sit through their neverending intro-banter/bark BS every time, it just makes me want to quit and uninstall forever.
can't say an update will fix this, but i want one to try. i got a big NO GO here. sorry. i really want, no, Need this to work. it was 'mostly' working in the beginning (at release) but i have to chase most people now often mid-conversation. i endorse the attempt, it is NEEDED. (thanks mr. howard)😣 and i am Not smart enough to figure this out so Please come at it again.🤕🧐
You make the types of mods that put Bethesda to shame. So many simple but needed QOL updates, as well as recruit mods that should've been in the base game. Thanks!
Yes, I still have been having some people walk away from me and I try to trap them so they cant go away. When it was first installed it was working, but now it does not seem to have much affect anymore.
Update 3.0 -Remade the entire mod, Now extremely lightweight with no scripts constantly running
To update for existing saves: Uninstall the old verision, use fallrimtools to clean your save, install the new version New saves are fine with just updating.
Did you update during a current save and forget to clean your save before trying the update?
actually, that is quite possible. I had spent 10 days on this, 250 hours, on my playthrough, but SS2 was causing specific crashes in a few areas do to something with other mods. Those mods were not listed as conflicts, but was causing CTD's, so I gave up trying to fix it and decided to start a knew playthrough. I kind of wanted to get rid of a few mods, such as knockout because I feel it runs more scripts, and to help with other potential crashes that may not be revealing themselves. I have had a few crashes the further I got into the game. So now, I am hoping that all is resolved. I went from 244 active plugins to 236, so there may be more resources available now as well. I was thinking about getting rid of Mutant Menagerie, but liked the diversity of animal life. Not sure that is causing any issues, so I left it. I literally only have played about 1 hour on the new playthrough, so if I should remove it, let me know.
no worries, I removed some more mods so I am around 233. I seen that the author of the MM mod has left the field, but I think I will keep that mod in. With the reduced load, I do not think it should be much of an issue. I thank you for your assistance and modding. Have a wonderful day.
I have noticed that Curie was a major culprit of walking away. I stopped playing for a few months and noticed they did a massive update, comparable to Skyrim, I am hoping that it has messed anything up. I am going to start a new playthrough and remove some more mods just in case.
unfortunately it doesn't work for me, i´m having a hard time talking to kessler in bunker hill, my god i already murdered everyone there 5 times, i´m having to skip dialog to try and finish it.
OMG THANK YOU! this was the most annoying thing during conversation, the walking away or the stupid slow as f*#@ animation nonsense just to talk to them lol.
Howdy, trying to update and looked at fallrimtools, that page says be careful cleaning your save of unattached instances. In my save it says I have two unattached instances, can you give any clue as to whether which one is safe and which isn't? Or are they both safe?
One is an InputEnableLayer and the other is an ObjectReference. ObjectReference one isn't connected to anything else, but the InputEnableLayer is connected to "ms17questscript".
83 comments
-Remade the entire mod, Now extremely lightweight with no scripts constantly running
To update for existing saves: Uninstall the old verision, use fallrimtools to clean your save, install the new version
New saves are fine with just updating.
Update 2.1
-Made who you're in dialog with more consistent
-Spinning/Slow walking NPC in dialog reduced.
-Cleaned up leftover edits
Update 1.1:
-Updated code
-Billy no longer clips through the fridge
-Attempted to fix Kessler still walking away
Basically, it doesn't appear to be working. Starting conversations with NPC's is the same as without the mod, they often times will just walk away mid-dialogue. This aborts the conversation, and you have to run up to them again, and try to block their path so you can have the conversation again.
This mod is also supposed to make small changes to many of the NPC animations, so the NPC can enter into the dialogue before the animation is complete. For example, if you start a conversation with a settler that's picking corn, you don't have to wait for them to dust the dirt off and stand up first before they start speaking. That feature also doesn't appear to be working.
So with as much testing as I've done so far, this mod is currently 100% non-functioning. Most likely needs updated for the NG version of the game.
i endorse the attempt, it is NEEDED. (thanks mr. howard)😣
and i am Not smart enough to figure this out so Please come at it again.🤕🧐
EDIT: This issue seems like it might actually be caused by Player Head Tracking.
One is an InputEnableLayer and the other is an ObjectReference. ObjectReference one isn't connected to anything else, but the InputEnableLayer is connected to "ms17questscript".
edit - Never mind. Not clear that you updated the sticky