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SmallerTalk version 1.2.6

 

I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly
extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the
functionality SmallTalk provides.

 

Why use SmallerTalk instead of SmallTalk?
SmallTalk overrides vanilla records, SmallerTalk does not.
SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not.
SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does.
SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can.
SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not.

 

How SmallerTalk works:
SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not
in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows:

 

NPC: What's up?
YOU: Nothing much... and you?
NPC: Same ol', same ol'...

 

...
and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex,
HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics.

 

More Information
NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ".

 

NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0.

 

NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF

 

In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON

 

In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories.

 

In 1.2.1... Fix for weapons disappearing and becoming unusable.

 

In 1.2.0... PROPERLY checking for GetSleeping now ;)

 

In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3).

 

In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye.

 

In 1.1.7... the MCM config option to disable SmallerTalk while sneaking.

 

In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM

 

Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is
because Cass was EXTREMELY resistant to SexoutSex dialogue.

 

Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues.
Added double protection AI reset Token. Fixed code error.

 

With MCM you can enable or disable the mod from the MCM menu.
With MCM you can enable or disable debug messages from the MCM menu.
MCM is NOT required by the mod but the mod does support its use.

 

SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0".

 

One
situation with the companion wheel has a special handler... in the case
of trading using the companion wheel, I have set SmallerTalk to NOT do
its conversation and instead respond with "We done?" and exit the
dialogue. This was an unintuitive use of SmallerTalk and was
disorienting to testers so it was changed. Cass exempted from this.

 

If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such.

 

Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen.

 

Feel free to provide feedback, testing results and bug reports in this thread.


What's New in Version 1.2.6   See changelog

Released

  • 1.1.0 Added MCM Support for enabling the mod and debug print to console 1-10-12
  • 1.1.1 AI Lockup fix attempt 1-14-12
  • 1.1.2 AI Lockup fix double protection 1-14-12
  • 1.1.3 Hide ResetAI Token from Player... oops 1-14-12
  • 1.1.4 fixed resetai code error 1-14-12
  • 1.1.5 Cass exempted from Companion Wheel handler 1-29-12
  • 1.1.6 critter support added, enable/disable via MCM 1-29-12
  • 1.1.7 enable/disable SmallerTalk while sneaking via MCM 2-6-12
  • 1.1.8 new token based dialogue system 2-7-12
  • 1.1.9 timer delay MCM slider 2-8-12
  • 1.2.0 corrected GetSleeping check 2-14-12
  • 1.2.1 fix for weapons disappearing and becoming unusable. 2-15-12
  • 1.2.2 reverted token type to hide tokens 2-18-12
  • 1.2.3 companion wheel convo now MCM option 2-18-12
  • 1.2.4 randomized dialogue MCM option 9-2-12
  • 1.2.5 Ignore List and Faction 9-10-12
  • 1.2.6 Debug Message Prefix 10-6-12

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