After a while of looking for a fix for this issue I stumbled upon a link to this mod. Testing it now and hoping it works!
Edit: Didn't work for me, honestly not sure what it is. One of my mods is breaking it, just not sure which one. On vanilla save it works, even starting a new save does not fix it. Back to the drawing board.
Edit 2: Narrowed it down to a mod, and it solved the issue.
What was it if I may ask ? No random conversations for me either, I do have Immersive citizen and for some reasons Npcs don't talk to each others. This makes me crazy ^^
I second the question. I've seen the issue happening to one NPC once in a while, maybe even two NPCs, but can't imagine something that breaks all of them at the same time.
A small update here: After few hours on a new game, conversations started to work again. Probably thanks to this mod, I mean I think so ^^ Thank you for this man ;)
Hey, I am having a particular game breaking issue. Sven keeps pacing when I reach Riverwood post-Helgen disaster with Alduin. Hilde neither says "Dragon! I saw a Dragon!" any clues as to what could potentially cause this? Thank you.
P.S: Mean't to ask as well, will this mod help in recovering from this bug at all?
Thanks man, that'd be awesome if ya could some point down the line, I've had this issue once before but it's a royal pain in the ass to track down once you've got it, if there was a universal fix for this you'd carve your name among the gods for me bro hehe!
Try to enter in the console GetStage DialogueRiverwoodIntroScene GetStageDone DialogueRiverwoodIntroScene 5 GetStageDone DialogueRiverwoodIntroScene 10 GetStage MQ102 GetStageDone MQ102 50 and tell me what they return. Maybe, with some much luck, I might be able to understand what's happening.
Does this only reset vanilla scenes? I'm trying to test this problem for mod scenes as well. I quoted the CK wiki in my article because that's where I narrowed down the issue happening and I've been trying to figure out why since. Once I find a fix I'll update the article with better info...
I also just wanted to leave a quick and nice comment here. Thank you for this great modification. You can not believe how long I had been looking for something like this.
The random conversations between the NPCs unfortunately often remain completely away in my Skyrim. Especially this affects the whole region around Rifton. And with this mod I finally have dialogues in the random conversations again.
One third of the quests is reset one hour after installation, the second third after two hours, the rest after three. Then once a week keeping the one-hour intervals.
Thanks for the fast reply! :O Hmm, I couldn't get the conversations going, I even disabled AI overhaul SSE entirely to test it. Other possible culprit is the relationship dialog overhaul lite... Dang it.
I thank you for the effort to tackle this, it has a major impact on the game imo. I'm keeping this in the modlist just in case. :D
I found this in AI Overhaul article: ""NPCs don't interact with each other: Added a new Branch node to an existing SM Event Node but didn't enable Shares Data."
Is this something you can check in SSEdit? I couldn't find "shares data" record..
It's just a flag: I'm still using an old copy of AI Overhaul -- when it was a decent mod -- and there are no SM forms. I'll download the last latest version and have a look.
I don't know that much but I do know where to find what I want to know :) -- that was a quote from the CK wiki. I downloaded AI Overhaul but I can't load it because I'm still on SSE -- no AE for me as long as I can avoid it. The SSE-only version doesn't have SM records in it.
You quote "new Branch node to an existing SM Event Node but didn't enable Shares Data". Branch nodes don't have "Shares Event", only quest nodes inside (or not inside) a branch have it.
The rest of the article might well be an amazing feat of erudition, but I wouldn't trust a text in which one single random line includes two errors -- possibly the author has little or no idea of what he/she's talking about. Would you trust a new "Critique of Pure Reason" written by me? xD
Last question: I don't think so, but I could be wrong. I can't answer without seeing it myself (and a screenshot would be useless; I'd have to study the situation properly.)
Heh, Well I'm still trying to figure out the problem mod. I have now pretty much narrowed it down to one mod, that has "forced reference" aliases.. Those could probably cause the harm here? The Improved Follower Dialogue - Lydia -mod has those.. Do you mean those kinds of references exactly on your description regarding "badly coded dialogue quests"?
Well, no. Forced Reference aliases are actually the safest because they take exactly the intended reference and only that one. If an alias is forced to be filled by Lydia, it can't take anyone else. I meant aliases that are filled by event data and conditions, but the conditions are missing or not selective enough and the quest might "catch" actors that have nothing to do with it.
Would be possible to change the reset to happen faster than 1 week with SSEdit? I took a look but I'm not a expert at xEdit.
Also, curious if by any chance the new Vanilla Script (micro)Optimizations mod would also change the random conversations dialogue in any way? : https://www.nexusmods.com/skyrimspecialedition/mods/54061
Since Vanilla Script (micro)Optimizations only changes vanilla scripts, but with the same outcome, it should be never be a problem to use both I think. Am I right?
Indeed this doesn't edit vanilla scripts, but I don't understand the "same outcome" part.
About the old, never answered and forgotten question (sorry): The reset timer is in the scripts, they need to be edited and recompiled. What on earth Vanilla Script (micro)Optimizations does is something that should be asked to the author -- I don't have it in my load order and the description basically says "have faith and you'll be saved".
Might be. If you have the mod "Carved Brink" it could be that too, for different reasons though (and there might as well be other mods causing that, don't know them all).
@cthunsthrall Nope, it's a different issue (bad quest conditions) and needs a specific patch. I posted about the problem but they didn't care, so I made a fix for myself and put a link in their comments. https://www.mediafire.com/file/rjmslvgcpzwuam3/Goblands_Fixes.7z/file It's a workaround, unofficial and unsupported of course, but it works (it does in my game, at least). All this assuming that "are just there, standing" is about greetings and scenes and not about walking around.
ah yeah i didn't notice this but found your file posted in a different thread thankfully lol. appreciate it. do you know of any other mods that might cause the same (or similar) problem?
@cthunsthrall Nope, I believe that if they exist they're extremely rare, setting proper quest conditions is 'modding 101'. BTW, if you got that file more than two or three hours ago, better redownload, I had completely forgot about it but after these posts I felt like adding some improvement.
wow, these big mods are so daunting to check for issues i just want to stick my head in the sand and forget about it. i'm surprised you actually managed to narrow it down to this particular mod, what tipped you off that this goblin dialogue thing was the issue? i have some other mods with dialogue quests that have aliases with no conditions, but no idea how to tell if that will cause problems. gray cowl of nocturnal for example.
edit: i downloaded it an hour and 10 minutes ago, so sounds like i'm good
We're only talking about quests triggered by the Story Manager's 'Actor Dialogue Event' (ie., random conversations between NPCs), not normal quest dialogue.
okay, good point. i am not too familiar with how the random events are programmed. i just downloaded and merged all your little dialogue adjustments, this stuff is criminally underrated
If you wish to know more: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Conversations https://www.creationkit.com/index.php?title=Actor_Dialogue_Event https://www.creationkit.com/index.php?title=Scene Have fun :)
No, I don't think so. Sounds like an AI issue to me. If you have mods which overpopulate the towns you might need to edit the "iAINumberActorsComplexScene" game setting (default is 20, I set it to 200), but this is just a wild guess.
@charlieboy91 this is most likely navmesh issue. LOOT may be able to help you. If not then you need to use SSEdit and look into Worldspace record - temporary and find navmesh records that were edited/some mod even delete them and rearrange the load order. Takes time and testing but it is worth it. Sad part is that you will probably need to start new game to fix navmesh issue.
Godspeed to you tarlazo. This is the fix I was looking for. Now NPCs don't go mute.
Spoiler:
Show
This is too much to ask but could you if you take request. If not okay.
Spoiler:
Show
Make conversation between NPCs happen at random and not always first time when you enter the town. It pains ears to hear everything when you walk in Whiterun about Battleborn Graymane market place arguement about the missing son or you can keep your wife or Battleborn give me your money or I will bloody your noise. I am sure there are others who are tired of hearing the same conversations and knowing exactly when they happen.
They are already randomized, but there's not a huge number of them for each location and NPC, so you're going to hear the same once and again. Only a mod adding much more would improve the issue. --edit-- You could uninstall this mod and hope they get muted again
50 comments
Edit: Didn't work for me, honestly not sure what it is. One of my mods is breaking it, just not sure which one. On vanilla save it works, even starting a new save does not fix it. Back to the drawing board.
Edit 2: Narrowed it down to a mod, and it solved the issue.
No random conversations for me either, I do have Immersive citizen and for some reasons Npcs don't talk to each others.
This makes me crazy ^^
I've seen the issue happening to one NPC once in a while, maybe even two NPCs, but can't imagine something that breaks all of them at the same time.
After few hours on a new game, conversations started to work again. Probably thanks to this mod, I mean I think so ^^
Thank you for this man ;)
P.S: Mean't to ask as well, will this mod help in recovering from this bug at all?
As for possible causes, I might have a look at it when I can.
GetStage DialogueRiverwoodIntroScene
GetStageDone DialogueRiverwoodIntroScene 5
GetStageDone DialogueRiverwoodIntroScene 10
GetStage MQ102
GetStageDone MQ102 50
and tell me what they return.
Maybe, with
somemuch luck, I might be able to understand what's happening.BTW, what article?
The random conversations between the NPCs unfortunately often remain completely away in my Skyrim. Especially this affects the whole region around Rifton. And with this mod I finally have dialogues in the random conversations again.
Super great! Thank you.
Then once a week keeping the one-hour intervals.
I thank you for the effort to tackle this, it has a major impact on the game imo. I'm keeping this in the modlist just in case. :D
I found this in AI Overhaul article: ""NPCs don't interact with each other:
Added a new Branch node to an existing SM Event Node but didn't enable Shares Data."
Is this something you can check in SSEdit? I couldn't find "shares data" record..
I'm still using an old copy of AI Overhaul -- when it was a decent mod -- and there are no SM forms.
I'll download the
lastlatest version and have a look.So... :D ..If there is a mod with a Story Manager Quest Node, that has not toggled "Shares Event" it could cause this conversations problem?
I downloaded AI Overhaul but I can't load it because I'm still on SSE -- no AE for me as long as I can avoid it.
The SSE-only version doesn't have SM records in it.
You quote "new Branch node to an existing SM Event Node but didn't enable Shares Data".
Branch nodes don't have "Shares Event", only quest nodes inside (or not inside) a branch have it.
The rest of the article might well be an amazing feat of erudition, but I wouldn't trust a text in which one single random line includes two errors -- possibly the author has little or no idea of what he/she's talking about.
Would you trust a new "Critique of Pure Reason" written by me? xD
Last question: I don't think so, but I could be wrong.
I can't answer without seeing it myself (and a screenshot would be useless; I'd have to study the situation properly.)
Forced Reference aliases are actually the safest because they take exactly the intended reference and only that one.
If an alias is forced to be filled by Lydia, it can't take anyone else.
I meant aliases that are filled by event data and conditions, but the conditions are missing or not selective enough and the quest might "catch" actors that have nothing to do with it.
Also, curious if by any chance the new Vanilla Script (micro)Optimizations mod would also change the random conversations dialogue in any way? : https://www.nexusmods.com/skyrimspecialedition/mods/54061
I'm traveling now, I'll be back in six weeks.
I'll have a look when I'm back.
About the old, never answered and forgotten question (sorry):
The reset timer is in the scripts, they need to be edited and recompiled.
What on earth Vanilla Script (micro)Optimizations does is something that should be asked to the author -- I don't have it in my load order and the description basically says "have faith and you'll be saved".
It's in the description -- and brightly colored, too.
I don't know why, maybe is some incompatibility or order issue, but I'll try your file.
I hope it helps me!
If you have the mod "Carved Brink" it could be that too, for different reasons though (and there might as well be other mods causing that, don't know them all).
Nope, it's a different issue (bad quest conditions) and needs a specific patch.
I posted about the problem but they didn't care, so I made a fix for myself and put a link in their comments.
https://www.mediafire.com/file/rjmslvgcpzwuam3/Goblands_Fixes.7z/file
It's a workaround, unofficial and unsupported of course, but it works (it does in my game, at least).
All this assuming that "are just there, standing" is about greetings and scenes and not about walking around.
do you know of any other mods that might cause the same (or similar) problem?
Nope, I believe that if they exist they're extremely rare, setting proper quest conditions is 'modding 101'.
BTW, if you got that file more than two or three hours ago, better redownload, I had completely forgot about it but after these posts I felt like adding some improvement.
edit: i downloaded it an hour and 10 minutes ago, so sounds like i'm good
If you wish to know more:
https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Conversations
https://www.creationkit.com/index.php?title=Actor_Dialogue_Event
https://www.creationkit.com/index.php?title=Scene
Have fun :)
Sounds like an AI issue to me.
If you have mods which overpopulate the towns you might need to edit the "iAINumberActorsComplexScene" game setting (default is 20, I set it to 200), but this is just a wild guess.
This is too much to ask but could you if you take request. If not okay.
Make conversation between NPCs happen at random and not always first time when you enter the town. It pains ears to hear everything when you walk in Whiterun about Battleborn Graymane market place arguement about the missing son or you can keep your wife or Battleborn give me your money or I will bloody your noise. I am sure there are others who are tired of hearing the same conversations and knowing exactly when they happen.
Only a mod adding much more would improve the issue.
--edit--
You could uninstall this mod and hope they get muted again