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Does basically the same thing as my first mod, minus the option to turn dialogue on and leave barks off. If anyone wants this option just lmk and I will look into adding it. Because they both do the same thing, they are both incompatible with each other. If you have the first installed, the only upgrade this one provides is it is espless. I could patch it to work together if you have the esp installed and want to use this for whatever reason but if you have neither installed, just use this one.
Original Description
The sink as a homebase is fantastic but the dialogue can get annoying when you use the sink often. So, in the interest of efficiency, I would always turn off the dialogue matrices at the main computer. The problem with this approach is that when the main computer shuts off dialogue for the sink, it shuts off the random chatter (barking) that all the occupants do. Without the barking, the sink felt a bit lifeless, especially with muggy rolling around without a voice. So this mod re-enables the barking or just disables it, whatever you decide.
Additions
-Espless -No longer have to leave dialogue to turn dialogue on/off -Option to disable "Sink Buddies Dialogue Disable" that happens after activating any sink buddy after turning matrices off (set setting in ini to 1 for disable 0 for enable, the vanilla value)
The Why
I was annoyed that my really small mods took up a spot in my load order. I was also annoyed that either I, or the end user, had to patch the mods to be compatible with other mods that change the records I need to change to achieve what I want. Instead of changing these records directly, I use variables in scripts provided by the vanilla game. I'm looking to make more script runner mods so this is also great practice.
The How
To check if you get either a menu or dialogue when activating a sink buddy, the game checks whether bBuddiesTalk is set to 1 or 0. This option is set by the relevant dialogue in the main computer (turn dialogue off or on). The problem is both the barks and dialogue check this variable which makes untying them harder. My solution is to set an auxvar to 1 if you choose to enable barks when turning dialogue off, then using this variable to check whether to show you a buddies dialogue or their menu. Then I set bBuddiesTalk back to 1 outside of these menus to let the barks happen.
Ramblings of a madman...
I am new to creating mods using script runners but I tried very hard to make the script concise and condensed. It took me longer than I care to admit to optimize the script to the best of my ability. The script is fairly small so if you have any feedback on improvements, additions, things I could do differently or better etc. please let me know. Let me know if I made any mistakes or if you find any bugs and I will fix them asap.