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Forcing random conversations


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Posted

Hey, gang - 

 

I'm not sure if this qualifies as an "issue," but it's not actually a "mod" either, nor does it fit nearly into a general conversation. So, apologies in advance if I've posted it in the wrong place. 

 

I recently came across these videos on YouTube, and it made me realize how often I've missed out on parts of random conversations between companions and NPCs. I'm fascinated with how this person managed to reliably trigger the same interaction for one follower after another, apparently all in sequence.

 

Notice how, especially in the Whitechapel Charlie video, every companion appears from the right of the frame, carries out their interaction, and then departs via the same route. 

 

Is there a trick to getting these conversations to play on demand? For example, an "inspect so-and-so" order or a console command? And, further, is there a way to reset a conversation that's already happened?

 

I'd love to have your insights. Thanks so much in advance!

 

 

Posted

I can give you the example of Piper talking with Takahashi, since I've recently been testing so I've seen it a bunch.  In that case, if you walk with her around the area, she will make a comment and step away to talk to him.  So some of the interactions may help if you toggle walk, and go at a leisurely pace, and pay attention to the companion / turn up the volume a little bit.   I tend to play with headphones on and the voice volume at max, and with the subtitles on. 

 

It is similar to the interaction with Shefield.  You can actually see Piper scurry over sometimes when you start talking to him, for example if she's sitting on the stool at the Noodle Bar.  If you answer him with the first option, she'll reply.

 

As for the interactions when you are talking to an NPC, it's likely a matter of having your companion relatively close by and it will just happen naturally.  They should sandbox towards the conversation if they have a line to deliver.  However there are some mods that can interfere with the behavior.  An example of a mod which can interfere with the behavior is "AAF Sex Harassment" because an NPC can get picked by that mod and it affects voice lines by muting them, and can move the actor out of place.  "Player Comments and Headtracking" can mess up interactions as well, at a minimum the voice lines start clipping into each other and you can't hear them, and at worst the NPC just doesn't deliver the line they are supposed to because the mod screws up the interaction.  Furthermore this one can interfere with quests starting, so I've personally stopped using both of these mods.

 

Other people may have more to say about this subject, thanks for bringing it up.  I recently added Unlimited Companion Framework, so I wonder what would happen if I bring a couple of them to DC...

Posted
On 3/9/2022 at 9:58 PM, Marg597 said:

I can give you the example of Piper talking with Takahashi, since I've recently been testing so I've seen it a bunch.  In that case, if you walk with her around the area, she will make a comment and step away to talk to him.  So some of the interactions may help if you toggle walk, and go at a leisurely pace, and pay attention to the companion / turn up the volume a little bit.   I tend to play with headphones on and the voice volume at max, and with the subtitles on. 

 

It is similar to the interaction with Shefield.  You can actually see Piper scurry over sometimes when you start talking to him, for example if she's sitting on the stool at the Noodle Bar.  If you answer him with the first option, she'll reply.

 

As for the interactions when you are talking to an NPC, it's likely a matter of having your companion relatively close by and it will just happen naturally.  They should sandbox towards the conversation if they have a line to deliver.  However there are some mods that can interfere with the behavior.  An example of a mod which can interfere with the behavior is "AAF Sex Harassment" because an NPC can get picked by that mod and it affects voice lines by muting them, and can move the actor out of place.  "Player Comments and Headtracking" can mess up interactions as well, at a minimum the voice lines start clipping into each other and you can't hear them, and at worst the NPC just doesn't deliver the line they are supposed to because the mod screws up the interaction.  Furthermore this one can interfere with quests starting, so I've personally stopped using both of these mods.

 

Other people may have more to say about this subject, thanks for bringing it up.  I recently added Unlimited Companion Framework, so I wonder what would happen if I bring a couple of them to DC...

 

Thanks for this insight! I am currently running Amazing Follower Tweaks, and I actually haven't borne witness to any of these random interactions since I've had it installed. I usually only run with one follower even with AFT installed, and I, like you, play with subtitles on and volume up, so I'm wondering if this mod is messing things up. 

 

Do you know of any way to reset these particular interactions? It would be interesting to forcibly reset them and then try visiting a location with AFT off to see what happens.

Posted
2 hours ago, HalcyonSFX said:

Do you know of any way to reset these particular interactions? It would be interesting to forcibly reset them and then try visiting a location with AFT off to see what happens.

 

The only way I can think of would be to determine if there are quest identifiers for them that the 'setstage' command could be used to control.  I just poked at the dialogue in xEdit and I can't tell.  My guess is that it's a scripted 1 time thing though.

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