The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com
Problem with NPC's dialog
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Problem with NPC's dialog
Unfortunately there is no guide for that. It's a good idea though, I'll look into it.

-
TearfulDevil
- Posts: 1
- Joined: Tue Sep 29, 2020 4:17 pm
Re: Problem with NPC's dialog
Very late reply, but I thought I'd but this here for anyone who might need it. RoyBatty was right, it was a fuckup with the conditions, at least to some extent. To fix this problem myself I needed to make a merged patch that fixed two things
1: that a bunch of the "added quest" info in TTW/FO3 weren't carried over in the GREETING and HELLO categories, see pic
I had to do them manually and it was very tedious, there may be some way of doing it mroe efficiently but I'm still not that savvy with modding
2: that the Someguy2000 mod Russel changed the dialogue conditions for a greeting, see pic
this was just an easy drag and drop
1: that a bunch of the "added quest" info in TTW/FO3 weren't carried over in the GREETING and HELLO categories, see pic
SpoilerShow

2: that the Someguy2000 mod Russel changed the dialogue conditions for a greeting, see pic
SpoilerShow

-
Dnex
- Posts: 3
- Joined: Mon Mar 02, 2020 7:20 pm
Re: Problem with NPC's dialog
Thank you very much for the detailed explanation! Always happy to learn more, and this should help people with similar issues. Currently on a break from TTW but I'll keep this in mind when I return to the wastes 
-
yarrmateys
- Posts: 12
- Joined: Fri Dec 07, 2018 10:19 pm
Re: Problem with NPC's dialog
i also had that problem, appearing on random npcs and tracked down which records are responsible. it's vanilla 00175434 and xx0038C8 from fallout 3.esm/tale of two wastelands.esm. vanilla one has a bunch of conditions that are all negatives for human voices, but it can activate on other entities (for example, mister handies without robotservant faction), and the fo3 one has hardly any conditions (not part of MegatonBrassLanternCustomerFaction faction, isn't npc Red and isn't npc RRReilly) so it works for practically everyone, and having no goodbye condition they open a speech box with only "i have to go" option.
i sort of fixed that by flagging all "what do you need" as goodbye, adding a getiscreature 0 to prevent it from activating on animals/robots, putting the ttw one to only work in capital wasteland worldspace just in case, and then also adding a goodbye flag to xx0038C2, xx0C951E, xx04C18B which more less made it so npcs no longer try to initiate an empty conversation.
i sort of fixed that by flagging all "what do you need" as goodbye, adding a getiscreature 0 to prevent it from activating on animals/robots, putting the ttw one to only work in capital wasteland worldspace just in case, and then also adding a goodbye flag to xx0038C2, xx0C951E, xx04C18B which more less made it so npcs no longer try to initiate an empty conversation.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
puglord556
- Posts: 2
- Joined: Fri Apr 23, 2021 12:29 pm
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: Problem with NPC's dialog
It's not released yet.
Signature:
- Have a problem? Try checking our FAQ. It might have the solution for it.
- Want to mod your game, but not sure which mods to use? Check the recommended and incompatible mods threads and the Wasteland Survival Guide.

- Join our Discord Server.

-
puglord556
- Posts: 2
- Joined: Fri Apr 23, 2021 12:29 pm
Re: Problem with NPC's dialog
okay thanks ill probs hold off on the mod until then since i broke a few of my fav mods and i struggle with fnvedit