Since there are a few mods that do similar things with follower idle comments, I'll provide a breakdown of features of the current mods that will try to cut back on followers talking over each other:
1) Is this the Feckoff console command to use so Feckoff and Considerate Followers - Followers are Silent During Dialogue can be run together?From the Description page:"to turn off the STFU feature, run the console command: stopquest FK_QUST_STFU"
2) Will this console command have to be done every time we start a new game?
At the moment, the only feature FECKOFF provides that is actively in use is STFU, which shuts up followers in certain cases beyond what Considerate Followers does. If you turn off STFU, you might as well just uninstall FECKOFF for now (should be safe to do so), until you install a mod that needs FECKOFF.
To answer your questions:
1) Yes, that will turn off the whole STFU feature. 2) The value is in a script property, so it sticks with the save game. If you start a new playthrough or load a save before you changed it, it will be turned back on.
From your comment on the Considerate Followers page, I thought that the two mods would work together well with a little configuring. Did I misunderstand?
They can both run at the same time. I wouldn't say they are intended to complement each other, though.
In addition to my own method for silencing talkative followers, FECKOFF includes things for follower authors to take advantage of, such as using the Story Manager to respond to critical hits, reading books, entering cities/towns, absorbing dragon souls, and more. That's where the configuration comes into play. If you have Considerate Followers, you can turn off STFU.
Just right now, there aren't any followers that actually take advantage of these features. I've got one in progress that I'll get around to releasing at some point, and any future ones I make will also use these parts of FECKOFF.
Follow up suggestion, maybe include some of the more popular follower/framework names in the title, as this mod feels like it'd be very helpful for many users. And adding the followers you've listed in requirements so it appears on the original follower mod pages. The dialogue over each other has always been a pet peeve lol. Would also love to see Sofia on the list!
Was just about to ask this lol. I'd also recommend talking to MaskedRPGFan, especially if wanting to auto-load settings. Also, why not make your own Synthesis Patcher as an option? For those of us who prefer it over zEdit.
I roll with Remiel, Auri and Serana (SDA version) and under normal circumstances they talk over each other almost incessantly. With this mod installed, After about two hours of play (mostly in Riften and chilling out at home), I've only heard them talk to each other once, and that was when I noticed Remiel shrugging her shoulders so I asked her to 'relax' at which point Auri immediately started a banter with her.
They still do their little comments on things here and there, but the amount of time they spend talking with each other has dropped noticeably. Is this something I should be expecting with FECK - OFF? I don't necessarily mind it as long as it hasn't broken their party banter entirely by reducing it to zero or near zero.
It could be a placebo though so I'm happy to keep playing it through and observe more.
*Okay, so I've played some more and they seem to be back into their usual banter routine. I had a short chat with Serana about training and it seems like that kick started her into chatting with the others and vice versa. This could all be in my head though so I better keep observing. If this mod has had the effect of reducing their banter a bit but not completely, that's good. If it's nothing and I'm imagining things, then that's good too. As long as I haven't broken anything.
This is actually why I released this mod in its current state. It keeps them from starting idle dialogue when another companion is talking (as well as can be done without a .dll).
At some point, I'll make it configurable via MCM or something, but finding time and energy to do this is... difficult.
Might be time for me to learn zEdit... do you think your zEdit patcher will work on Sofia? I think she's the only one I've noticed who will still not STFU.
51 comments
I'm Talkin' Here
Muzzle It
FECKOFF
I will be talking to a Jarl or something important and those two are in the background talking nonstop...so I have no idea what anyone is saying!
1) Is this the Feckoff console command to use so Feckoff and Considerate Followers - Followers are Silent During Dialogue can be run together?From the Description page:"to turn off the STFU feature, run the console command: stopquest FK_QUST_STFU"
2) Will this console command have to be done every time we start a new game?
Thanks so much!
To answer your questions:
1) Yes, that will turn off the whole STFU feature.
2) The value is in a script property, so it sticks with the save game. If you start a new playthrough or load a save before you changed it, it will be turned back on.
From your comment on the Considerate Followers page, I thought that the two mods would work together well with a little configuring. Did I misunderstand?
In addition to my own method for silencing talkative followers, FECKOFF includes things for follower authors to take advantage of, such as using the Story Manager to respond to critical hits, reading books, entering cities/towns, absorbing dragon souls, and more. That's where the configuration comes into play. If you have Considerate Followers, you can turn off STFU.
Just right now, there aren't any followers that actually take advantage of these features. I've got one in progress that I'll get around to releasing at some point, and any future ones I make will also use these parts of FECKOFF.
I use 1.5.97.
The main difference is they use a Synthesis patcher to edit the follower mods while I override companion idles with a silent line.
So they should work independently, but you don't really need to have both at the same time.
They still do their little comments on things here and there, but the amount of time they spend talking with each other has dropped noticeably. Is this something I should be expecting with FECK - OFF? I don't necessarily mind it as long as it hasn't broken their party banter entirely by reducing it to zero or near zero.
It could be a placebo though so I'm happy to keep playing it through and observe more.
*Okay, so I've played some more and they seem to be back into their usual banter routine. I had a short chat with Serana about training and it seems like that kick started her into chatting with the others and vice versa. This could all be in my head though so I better keep observing. If this mod has had the effect of reducing their banter a bit but not completely, that's good. If it's nothing and I'm imagining things, then that's good too. As long as I haven't broken anything.
At some point, I'll make it configurable via MCM or something, but finding time and energy to do this is... difficult.