astymma Posted February 3, 2013 Posted February 3, 2013 View File 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 fairlyextensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs thefunctionality 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 notin 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 InformationNEW 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 isbecause 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". Onesituation with the companion wheel has a special handler... in the caseof trading using the companion wheel, I have set SmallerTalk to NOT doits conversation and instead respond with "We done?" and exit thedialogue. This was an unintuitive use of SmallerTalk and wasdisorienting 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. Submitter astymma Submitted 02/02/2013 Category Other Requires 3
Guest luthienanarion Posted February 4, 2013 Posted February 4, 2013 Note that this an be ported to Fallout 3 by removing two of the arguments passed to the StartConversation command in the SmallerTalkDTokenScript: refHolder.StartConversation player, SmallerTalkGreeting ref.refHolder ref.Player 1 1 refHolder.StartConversation player, SmallerTalkGreeting 1 1
astymma Posted February 4, 2013 Author Posted February 4, 2013 Note that this an be ported to Fallout 3 by removing two of the arguments passed to the StartConversation command in the SmallerTalkDTokenScript: refHolder.StartConversation player, SmallerTalkGreeting ref.refHolder ref.Player 1 1 refHolder.StartConversation player, SmallerTalkGreeting 1 1 I didn't even think that change was necessary. The first call is a vanilla call that should work in both FO3 and FONV. Can you confirm that it doesn't?
Guest luthienanarion Posted February 5, 2013 Posted February 5, 2013 I ported it once and remember the FO3 GECK throwing an error on that command until I removed some arguments. The working version I have uses: refHolder.StartConversation player, SmallerTalkGreeting I'll see if I can find that and screencap the compiler error. Edit: Somehow, the SmallerTalkDTokenScript won't compile in your plugin. The error thrown states "SCRIPTS: Script 'SmallerTalkDTokenScript', line 38: Syntax Error. Reference not allowed in this context." Removing the "ref." from both the refHolder and Player arguments allows the script to compile in both FO3 and FNV. It seems my memory wasn't spot-on about why the line was changed when I ported it.
astymma Posted February 5, 2013 Author Posted February 5, 2013 (edited) I ported it once and remember the FO3 GECK throwing an error on that command until I removed some arguments. The working version I have uses: refHolder.StartConversation player, SmallerTalkGreeting I'll see if I can find that and screencap the compiler error. Edit: Somehow, the SmallerTalkDTokenScript won't compile in your plugin. The error thrown states "SCRIPTS: Script 'SmallerTalkDTokenScript', line 38: Syntax Error. Reference not allowed in this context." Removing the "ref." from both the refHolder and Player arguments allows the script to compile in both FO3 and FNV. It seems my memory wasn't spot-on about why the line was changed when I ported it. Yeah the full version of the function support 6 arguments.. startconversation targetactor topicid editorlocationrefspeaker editorlocationreftarget headtrackonoff allowmovementonoff As far as I know, arguments 1 and 2 are required. Arguments 3-6 are optional. If you include either argument 3 or 4 you need to include the other. Arguments 5 and 6 are optional. FONV would not let me leave out arguments 3 and 4 if I included 5 and 6. I just tested with FO3 which seems to NOT allow arguments 3 and 4. It should be the following if FO3 allows it: refHolder.StartConversation player, SmallerTalkGreeting 1 1 The head tracking and allow movement are kind of a must for the plugin in situations where the actor has wandered far enough away before the startconversation is called. If they aren't included thenthe player will need to stay close to the target so the target isn't forced to walk too far to them. Either that or I can refactor the process to give them a walk to player package followed by startconversation I guess. Edited February 5, 2013 by astymma
astymma Posted August 8, 2013 Author Posted August 8, 2013 Whoever reported the file download as broken is...well, incorrect. It was on your end...retry.
Cormick Posted October 20, 2013 Posted October 20, 2013 I'm probably just being retarded, but how do I use Smallertalk? Neither FOMM nor NMM seems to want to have anything to do with it. Do I just dump it in the /data/mods folder as is?
theskid Posted October 21, 2013 Posted October 21, 2013 The file is not in a compressed format, instead it is a straight esp download. If you wish to install it with FOMM, for easy removal and replacement (nmm should never be used for NV if you are going to install sexout anyways, due to issues) you need to pack it into a zip, 7zip or rar file using a program, like 7zip or winrar. Otherwise just drop it in the data folder.
bloodyknife44 Posted October 8, 2014 Posted October 8, 2014 it doesnt seem to work on mine why is this?
astymma Posted October 11, 2014 Author Posted October 11, 2014 Need a lot more information than that... a load order in a spoiler tag for example. Describe your problem...
VaunWolfe Posted November 13, 2014 Posted November 13, 2014 The smaller talk does not function I could put it at the top of the load list. And it dosent run anything but when I use the smaltalk mod the mod that relies on smaller talk it works. Not sure what the issue with this mod is.
Swyke Posted November 13, 2014 Posted November 13, 2014 The smaller talk does not function I could put it at the top of the load list. And it dosent run anything but when I use the smaltalk mod the mod that relies on smaller talk it works. Not sure what the issue with this mod is. That sounds like ... it doesnt seem to work on mine why is this? Well, as astymma wrote ... Need a lot more information than that... a load order in a spoiler tag for example. Describe your problem... I just can say, that in my recent installation of F:NV smaller talk does what it should do - like allways ... So ... yes ... we need more information ...
VaunWolfe Posted November 14, 2014 Posted November 14, 2014 Ok in sexout soliciting that relies on this mod or one like It you should be able to go up and talk to them and it will pull up the chat deal with the options. But it will not open up the options instead they do the normal background talk when you try to talk to them.
shardoom Posted November 14, 2014 Posted November 14, 2014 Are you using a joypad? I tried using one of these mods (joypad user) and they don't function, since they rely on the actual keyboard button press to start the 'new' greeting off. You can use the joypad and still press keybaord buttons though. (I found it to be too fiddly though personally)
VaunWolfe Posted December 18, 2014 Posted December 18, 2014 Yeah i use the xbox controler. Those programs tend not to be free. It is much less hassle to press e. Im just surprised that it isn't already compatable with controlers. The old small talk was tied into the talk option. Only issues that i saw with that mod was you would need to turn it off before you fixed ede.
astymma Posted December 19, 2014 Author Posted December 19, 2014 SmallerTalk is also tied directly to the "activate" control. AKA the "talk option". As for issues with SmallTalk, see the OP I will look into some way to make it work with controllers properly. I can't test it though... I'm one of those people who believes consoles are "THE EVIL".
shardoom Posted December 19, 2014 Posted December 19, 2014 Consoles may be 'the evil' but games should be played with joypads! Keyboards are for writing essays n shit.
VaunWolfe Posted December 19, 2014 Posted December 19, 2014 Well i play both but the good games i like if they come out for pc i then buy for pc. I just prefer the controler so i can kick back feet up without a keyboard.
AfroAttack Posted October 18, 2015 Posted October 18, 2015 Smaller Talk shows empty in the MCM menu for me?
astymma Posted October 19, 2015 Author Posted October 19, 2015 Smaller Talk shows empty in the MCM menu for me? Considering SmallerTalk has functioned perfectly fine for a long time, for a lot of people, I'd seriously doubt SmallerTalk is your probelm. Then again, you didn't provide enough information to determine if that's the case.
ODell22d Posted January 15, 2016 Posted January 15, 2016 Smaller Talk shows empty in the MCM menu for me? Considering SmallerTalk has functioned perfectly fine for a long time, for a lot of people, I'd seriously doubt SmallerTalk is your probelm. Then again, you didn't provide enough information to determine if that's the case. There is no MCM for mine either.... there is a MCM menu for it but its blank and has no options or abilities in it!!!
Odessa Posted January 15, 2016 Posted January 15, 2016 MCM is fragile, and one mod that doesn't quite follow the 'standard' can potentially break it for other mods. All you can really do is try disabling mods until you track down the guilty one. It's not smallertalk.
AfroAttack Posted January 16, 2016 Posted January 16, 2016 Smaller Talk shows empty in the MCM menu for me? Considering SmallerTalk has functioned perfectly fine for a long time, for a lot of people, I'd seriously doubt SmallerTalk is your probelm. Then again, you didn't provide enough information to determine if that's the case. I didn't indeed! I should have edited this post :/. Whatever problem I was having, I either fixed it or dunno what happened.
ODell22d Posted February 26, 2016 Posted February 26, 2016 MCM is fragile, and one mod that doesn't quite follow the 'standard' can potentially break it for other mods. All you can really do is try disabling mods until you track down the guilty one. It's not smallertalk. I found the problem that cause my smaller talk to have a blank mcm menu... perhaps its the same error as others are getting... I'm using Firefox and I had attempted to re-download the mod and repackage it to fix any errors and I noticed that the download was named smallertalk(2) so I simply renamed it by removing the number to smallertalk and this fixed the blank mcm menu for me! Hope this helps
BeneathThePlass Posted January 13, 2018 Posted January 13, 2018 When I tried installing this mod, it broke my loot windows, companion wheel, and the esc button/pause function. The text in loot windows became gibberish; the companion wheel had nothing but bright blue boxes over each option; the esc button does nothing, and the game doesn't pause even when you alt+tab out into another window. As soon as I uninstalled the mod, everything went back to normal. This happened with one other mod (the D/s Veronica mod, and then actually with SmallTalk as well), and when I asked, someone said it sounded like a memory or script cash issue, and recommended installing NVAC or 4GB patcher, but unfortunately I already have both of those installed. Does anyone have any ideas for what might be causing this, or how to fix it?
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