this isn't exactly what i was looking for, but it's still pretty helpful, i'm currently having an issue where NPC's i engage in dialogue with won't freaking speak, they just say their opening sentence but the moment i try and talk to them, nothing shows up, i can't even have a conversation with them because of this bug, and sometimes when i skip their dialogue and try again it crashes the game.
or maybe this is the mod i was looking for, because i saw in your description you wrote this. preventing you from getting into this waiting state. and it's that very waiting state that is getting this bug to keep happening, i think anyway, i will try this out and see if it fixes this in my game.
no, i couldn't get it to work at the time, but maybe it's been updated since then, i would say try it out, this mod author could have fixed the issues since i commented this.
Dialogue subtitles must also be enabled for this mod to work, since you can't skip dialogue without subtitles enabled. Instantly Skip Dialogue NG does exactly the same as this mod if you disable the bInstantlySkipDialogue setting in the .ini file, but in C++ instead of Papyrus. The performance difference is negligible though.
@OsmosisWrench - This post is really directed toward the mod author OsmosisWrench, but anyone with the knowledge toward a resolution is welcome to respond and please do. I found this mod while researching a new bug I'd never experienced before until just recently.
I have a mod previously uploaded and doing well but wanted to make some changes to make it more compatible with other mods that it currently isn't. The only major thing I've changed in the mod is to remove a custom building I originally added to the interior of a city, removing it to relocate it to the exterior of the city. Everything appeared to be fine until testing a run-through of the main quest line. That's when I found the bug.
I have many quests in my mod but my issue 'only' involves a single one of them that has developed this issue I cannot seem to track down to resolve. Everything works fine until the quest runs. Now, after the quest starts up, Dialogue options with any NPC in the game that has dialogue, plus those NPCs without Dialogue options like Guards and other NPCs like them which may only make a single comment, do nothing. They are simply unclickable. Options still show for those NPCs with Dialogue options, the options still highlight when you hover over them, and I can still scroll the options using both the keyboard and mouse wheel. But as soon as I try to click on any option, nothing happens as if I haven't even clicked. Plus, for NPCs without Dialogue options, clicking on them no longer provides their normal one-liner comments, they just keep going about their business like I never tried to click on them.
In my attempts to resolve this, I've re-cleaned my mod in SSEEdit. I've deleted all previous records in my mod that touched the previous cell it was in to restore that cell to vanilla. I've scrutinized and verified all links within the quest and alias references to ensure they are indeed still working. I've even gone through my load order testing out disabling various mods affecting Dialogue. In fact, I've also created a new profile that only has the essential mods necessary to make the game stable, like SKSE64, USSEP, Engine Fixes, bug fixes, and the like to where I'm only currently using just 33 mods total. After all that, I've managed to discover a couple of workarounds, like saving and reloading at first, which worked fine. And now, it's resolved to the point where I no longer have to save and reload but instead only need to back out of the Dialogue and then re-enter into Dialogue to make it work. Which is much better than it was before. But I don't want to settle for an annoying workaround when the mod in its current uploaded version is doing fine. So still, the bug persists. It's beyond frustrating, to say the least. And why I started researching it and came across this mod.
However, when I installed it and tried it, I was surprised to see that it resolved the issue partially. It had indeed corrected the issue of Dialogue with options being unclickable, but those NPCs without options are still unclickable. Your thoughts and any ideas on the matter will be greatly appreciated.
I love the fact that you made this, but to me it seems more immersive that they continue the conversation instead of abrupt it. I dont see it as a bug. But its a good option for people who are annoyed by it.
Nevermind, I've seen a post that its optional. You click if you want to skip.
This is a lifesaver for me. Two quest mods of mine I thought were buggy, and this mod allows me to progress with dialogue, instantly worked when installed. 10/10!
92 comments
or maybe this is the mod i was looking for, because i saw in your description you wrote this.
preventing you from getting into this waiting state. and it's that very waiting state that is getting this bug to keep happening, i think anyway, i will try this out and see if it fixes this in my game.
Dialogue subtitles must be enabled for this mod to work
I disregarded it.I don't think that most modders in nexus are true professionals and some Dll tweaks have easy vanilla alternative.
I have a mod previously uploaded and doing well but wanted to make some changes to make it more compatible with other mods that it currently isn't. The only major thing I've changed in the mod is to remove a custom building I originally added to the interior of a city, removing it to relocate it to the exterior of the city. Everything appeared to be fine until testing a run-through of the main quest line. That's when I found the bug.
I have many quests in my mod but my issue 'only' involves a single one of them that has developed this issue I cannot seem to track down to resolve. Everything works fine until the quest runs. Now, after the quest starts up, Dialogue options with any NPC in the game that has dialogue, plus those NPCs without Dialogue options like Guards and other NPCs like them which may only make a single comment, do nothing. They are simply unclickable. Options still show for those NPCs with Dialogue options, the options still highlight when you hover over them, and I can still scroll the options using both the keyboard and mouse wheel. But as soon as I try to click on any option, nothing happens as if I haven't even clicked. Plus, for NPCs without Dialogue options, clicking on them no longer provides their normal one-liner comments, they just keep going about their business like I never tried to click on them.
In my attempts to resolve this, I've re-cleaned my mod in SSEEdit. I've deleted all previous records in my mod that touched the previous cell it was in to restore that cell to vanilla. I've scrutinized and verified all links within the quest and alias references to ensure they are indeed still working. I've even gone through my load order testing out disabling various mods affecting Dialogue. In fact, I've also created a new profile that only has the essential mods necessary to make the game stable, like SKSE64, USSEP, Engine Fixes, bug fixes, and the like to where I'm only currently using just 33 mods total. After all that, I've managed to discover a couple of workarounds, like saving and reloading at first, which worked fine. And now, it's resolved to the point where I no longer have to save and reload but instead only need to back out of the Dialogue and then re-enter into Dialogue to make it work. Which is much better than it was before. But I don't want to settle for an annoying workaround when the mod in its current uploaded version is doing fine. So still, the bug persists. It's beyond frustrating, to say the least. And why I started researching it and came across this mod.
However, when I installed it and tried it, I was surprised to see that it resolved the issue partially. It had indeed corrected the issue of Dialogue with options being unclickable, but those NPCs without options are still unclickable. Your thoughts and any ideas on the matter will be greatly appreciated.
https://www.reddit.com/r/skyrimmods/comments/vgqmed/why_so_many_mods_have_the_cant_click_on_dialogue/?onetap_auto=true
Nevermind, I've seen a post that its optional. You click if you want to skip.
https://www.nexusmods.com/skyrimspecialedition/mods/32459/