Small problem... installed the mod along with your other dialog mods and the kiosk one too... Talked to citizens in New Atlantis and all of the dialog options are there and I can select them, the only problem is when I do select one of the dialog options, nothing happens, camera stays zoomed in on the bugged eyed npc citizen. No quest marker, no more dialog options, nothing. I can't exit out of the dialog camera, can't use escape key to back out, only working option is to use quickload to load my last save, or force close the game. Now, this issue only seems to occur or happen when talking to any npc citizen that responds with "too busy to talk right now", as long as the citizen does not say that one single line, the mod seems to work just fine, but those npcs that are "too busy", bug out and freeze the game after selecting a dialog option.
Looking into it. do you remember the exact line(s) that bugged out for you?
The "too busy" dialogue line is chatter that can trigger on any citizen, so it should be nothing but a false correlation. Are the bugged citizens basegame citizens? Not citizens added by other mods?
Also, if the citizen enters a furniture animation, the dialogue camera will bug out and be stuck for a few seconds - this is a vanilla issue, but you should be able to exit dialogue or continue after citizen is finished with their animation.
Base game citizens as they are "fugly", haven't got a mod to fix that part yet, lol. The dialog I had tried that got stuck was the one about being a lovely day, the top line. They were just walking, and a couple were just standing around staring off into space. I also noticed that there are several citizens that won't give any dialog options, specifically some that are located inside of places behind loading screens, like some of the bars on Neon, Astral Lounge, Euphorika, Madam Sauvages, and a couple others I forgot the name of.
" I also noticed that there are several citizens that won't give any dialog options,"
Yeah that's because they dont use the shared citizen voice type; I cant do anything about that. I can make optional plugin with voicetype patch for these npcs maybe.
I'll test that line further, although I feel like what you might be experiencing is the furniture dialogue bug. The furniture bug shouldn't completely hardlock your game, but I'll test further.
That would be really weird if I'm getting a furniture bug with npcs just standing around or walking normally no where near any furniture. LOL, gotta love Bugthesda, LOL.
Yeah it would be cool if these cool mods worked with all of the npcs marked as "citizen". Oh, and is it possible to make it work with more named npcs as well? Would love to get directions from Sgt Yumi, or Sarah, lol. ooo, think about it, sell Auroa to Walter, or the npcs at the Key... I figure all that would be a pretty big stretch, but it's a dream.
This happens to me a lot, too. I keep running into an issue where when I talk to the NPC they say their greeting, and I'm stuck in dialogue with no options, zoomed in, can't move. I have to use the console to click on the NPC and disable them in order to break out of it.
If I load into the game fresh it doesn't seem to happen right away but whenever I find myself in a city (just went to Neon to turn in a quest) it seems to happen.
I'm using the ironic version, and if I recall correctly every time it happens it starts when an NPC gives me a weird line in another language (maybe one of the weird/funny ones.) Could just be coincidence but wanted to point that out.
Check if version 1.4 fixes the bug. The smalltalk lines had dialog topics mismatched with topic info. This is possible culprit of this bug, so check if you still encounter this issue with 1.4
Bug remains for me in Standard Edition 1.4. I picked the "Lovely day, isn't it" line, the citizen answered "Hello" and then I couldn't tab out or do anything at all as described by OP. I had to Alt+F4 out of the game, there was no other way out.
I encountered a dialogue freeze as well: I spoke to a "French" guy in New Atlantis and asked him for directions to supply stores. He responded with the same French line he used to greet me and then everything stopped. No more dialogue options, just this creepy French guy staring into nothingness... I hope that helps!
Could we get this for our companions as well? To give us more options to talk to them. When most dialogs options have been used, there zero reason to talk to them again, like ever. This will give us a reason too.
I thought about doing a companion dialogue module - "Significant Others' Stories".
But plans are on hold because it would require AI voices for the companions - that is a minefield i dont want to step on with the SAGAFTRA ongoing strikes and all.
Along with other mods i created a Plugins.txt and have all requirements installed. .esm name into the .txt and I still am not able to use the mod and likely all the other mods i installed too :( any idea of what im doing wrong? mod installed via vortex and ik for certain plugins enabler is setup
I want to use this mod, but it didn't work. I checked if all the files were installed / are on the right place (they are) but I still can't ask a random npc for directions.
Do I need to 'reload' go to another system and then go back to atlantis?
I even tried uninstalling ALL mods except for what this mod requires. I checked everything and the mod SHOULD work. It doesn't though, so do you have any idea what I might try next?
edit: seeking out store is installed. connor ordinary converation - seek out stores is installed plugin.txt enabler is installed as well.
That's it. edit after the edit: I had to create the plugin text file and when I open it, it is empty. I installed it via vortex, so I shouldn't have to do anything, right?
My guy you answered your own question. I don't use vortex. If you need help installing esms for starfield, you should Google it. The instruction is the same for every mod.
Well, I installed it the way the video I found, showed me, so I installed it manually, but it still doesn't work. I know I have to be missing something though. I would really like this to be functional...
Thanks for the reply, but I thought I followed all instructions. I obviously must be doing something wrong, and I already tried switching to Mo2 in order to get it to work. But it refuses to work.
I thought it might be a conflict with vortex, so I uninstalled all mods and deleted all but the biggest files and then verified the files, so I had a fresh un modded game. I deleted everything else as well, the profile and so on. I then did the Archive Invalidation thing and followed the remaining instructions.
I then tried to start it with Mo2 as mentioned in the instructions, but like I said, when I interact with a random npc, it just gives me a line and nothing else. (I tried several just in case.)
I would really appreciate some pointers in order to get this mod functional.
I could never get Vortex to use the plugins correctly - so I switched to MO2. Here's the MO 2 Steam guide to get plugins enabled. As a long time Vortex user - it's not that hard to get MO2 operational for Starfield.
The one thing to note - is that the plugins.txt file is no longer in the default location - it's in the MO2 <instance folder>\Starfield\profiles\Default folder. MO2 requires an option for plugins to be enabled in their settings. Once you do that, install the mod from MO2, and check the box. Then it will appear under the plugins section in MO2 (on the right) and you enable it there. But you don't have to manually edit it - it's done automatically.
For consistency and a more immersive Arena/Daggerfall feeling, it would be great if not all people are able or willing to give directions, and not for all places.
Anyway it's already good as it is, really an impressive work. I like the funny Conner's cut too!
57 comments
ETA: Late November/Early Dec.
The "too busy" dialogue line is chatter that can trigger on any citizen, so it should be nothing but a false correlation. Are the bugged citizens basegame citizens? Not citizens added by other mods?
Also, if the citizen enters a furniture animation, the dialogue camera will bug out and be stuck for a few seconds - this is a vanilla issue, but you should be able to exit dialogue or continue after citizen is finished with their animation.
Yeah that's because they dont use the shared citizen voice type; I cant do anything about that. I can make optional plugin with voicetype patch for these npcs maybe.
I'll test that line further, although I feel like what you might be experiencing is the furniture dialogue bug. The furniture bug shouldn't completely hardlock your game, but I'll test further.
Yeah it would be cool if these cool mods worked with all of the npcs marked as "citizen". Oh, and is it possible to make it work with more named npcs as well? Would love to get directions from Sgt Yumi, or Sarah, lol. ooo, think about it, sell Auroa to Walter, or the npcs at the Key... I figure all that would be a pretty big stretch, but it's a dream.
If I load into the game fresh it doesn't seem to happen right away but whenever I find myself in a city (just went to Neon to turn in a quest) it seems to happen.
I'm using the ironic version, and if I recall correctly every time it happens it starts when an NPC gives me a weird line in another language (maybe one of the weird/funny ones.) Could just be coincidence but wanted to point that out.
Maybe the foreign npcs can't say shared line so dialogue gets stuck?
Can you guys tell me which exact line froze the game?
I cant replicate this bug. Tell me if there are any more lines that cause this. Ty!
I encountered a dialogue freeze as well:
I spoke to a "French" guy in New Atlantis and asked him for directions to supply stores. He responded with the same French line he used to greet me and then everything stopped. No more dialogue options, just this creepy French guy staring into nothingness...
I hope that helps!
It clearly has to do with the foreign voices then >.>
When most dialogs options have been used, there zero reason to talk to them again, like ever.
This will give us a reason too.
But plans are on hold because it would require AI voices for the companions - that is a minefield i dont want to step on with the SAGAFTRA ongoing strikes and all.
Along with other mods i created a Plugins.txt and have all requirements installed. .esm name into the .txt and I still am not able to use the mod and likely all the other mods i installed too :( any idea of what im doing wrong? mod installed via vortex and ik for certain plugins enabler is setup
Do I need to 'reload' go to another system and then go back to atlantis?
I even tried uninstalling ALL mods except for what this mod requires. I checked everything and the mod SHOULD work. It doesn't though, so do you have any idea what I might try next?
edit:
seeking out store is installed.
connor ordinary converation - seek out stores is installed
plugin.txt enabler is installed as well.
That's it.
edit after the edit:
I had to create the plugin text file and when I open it, it is empty. I installed it via vortex, so I shouldn't have to do anything, right?
My guy you answered your own question. I don't use vortex. If you need help installing esms for starfield, you should Google it. The instruction is the same for every mod.I thought it might be a conflict with vortex, so I uninstalled all mods and deleted all but the biggest files and then verified the files, so I had a fresh un modded game. I deleted everything else as well, the profile and so on. I then did the Archive Invalidation thing and followed the remaining instructions.
I then tried to start it with Mo2 as mentioned in the instructions, but like I said, when I interact with a random npc, it just gives me a line and nothing else. (I tried several just in case.)
I would really appreciate some pointers in order to get this mod functional.
Thank you very much in advance.
Kingdark.
I personally don't use mod managers.
Make your choice...
As a long time Vortex user - it's not that hard to get MO2 operational for Starfield.
The one thing to note - is that the plugins.txt file is no longer in the default location - it's in the MO2 <instance folder>\Starfield\profiles\Default folder.
MO2 requires an option for plugins to be enabled in their settings. Once you do that, install the mod from MO2, and check the box. Then it will appear under the plugins section in MO2 (on the right) and you enable it there. But you don't have to manually edit it - it's done automatically.Hope that helps.
Anyway it's already good as it is, really an impressive work.
I like the funny Conner's cut too!
Also using the mod - but that name.