Vendor dialog can't be used by voice types that don't have recorded voice lines supporting vendor dialog. Mother Isolde is the only Crater resident who uses a voice type that supports vendor dialog, so presumably, she'd use it if assigned to a vendor stall.
The NPCs in the mod you linked use either CoA voice types (which don't support vendor dialog) or unique voice types (which only support vendor dialog if the author recorded vendor dialog for the voice type).
In that case, you don't need a patch. Just assign them to stalls. The only thing my mod does is turn the vanilla Crater residents into settlers if you're using the settlement mod linked in the page description.
Also, be aware that the CoA in the mod you linked are part of the vanilla CoA faction, while the Crater residents are not. This will result in hostilities, as the two factions are not allied or otherwise friendly with each other.
What I'm asking is can a patch be made for the two mods that give the Crater NPCs the voice files from the CoA settler mod so they can be used as vendors?
Oh, okay. In theory, yes, it should be possible, but I don't know if the Crater residents have any quest ties that require them to have their vanilla voices. Mother Isolde certainly does, but I never go there except as part of Virgil's quest (I don't use the settlement), so I don't know about the others.
As mentioned in my last message, though, the CoA from the mod you linked will fight with the Crater residents because their respective factions aren't allied. In fact, unless that CoA settler mod has a script that overrides faction affiliations, those CoA settlers will be hostile to almost everyone.
Edit: Scratch that last bit. Found the template actor that overrides the hostilities.
I've already looked into it a little bit. Ogden would be a no go, too, as he's already a general trader and has dialog associated with it. He's used by Far Harbor in some way as well.
I'll look into the others as I have time, but no guarantees that anything will come of it. You may be better off just using the mod you linked to summon settlers for use as vendors, and use the Crater residents as farmers, defenders, and scavengers.
Interestingly enough i have a bat file i labeled that enables me the ability to move them so i ended up moving them anyway so thanks again i appreciate you making this mod!
Glad you like it. Just so you know, moving them might break them, especially if you haven't done the quests associated with them. Keep an eye out for weirdness with them.
Thanks! will do also but at this point im kind of a self to taught expert at this point with that. Im used to being constantly on the lookout for this stuff. (Kinda have to with bethesda stuff)
Cant even tell you how many times ive made bat files, work arounds, and fixes for things falloutdork style from like 2018 that shockingly still work to this day from older versions of the game lol
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The NPCs in the mod you linked use either CoA voice types (which don't support vendor dialog) or unique voice types (which only support vendor dialog if the author recorded vendor dialog for the voice type).
As mentioned in my last message, though, the CoA from the mod you linked will fight with the Crater residents because their respective factions aren't allied. In fact, unless that CoA settler mod has a script that overrides faction affiliations, those CoA settlers will be hostile to almost everyone.Edit: Scratch that last bit. Found the template actor that overrides the hostilities.
I'll look into the others as I have time, but no guarantees that anything will come of it. You may be better off just using the mod you linked to summon settlers for use as vendors, and use the Crater residents as farmers, defenders, and scavengers.
Cant even tell you how many times ive made bat files, work arounds, and fixes for things falloutdork style from like 2018 that shockingly still work to this day from older versions of the game lol