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Post Quests NPCs Show Player Character Due Respect WIP


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Post Quests NPCs Show Player Character Due Respect WIP

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War, war never changes. And because Bethesda didn't implement ANY conditions to Generic Dialogue which might ACKNOWLEDGE your Player Character's in-game accomplishments properly, you may begin to feel that what you do in game doesn't even matter. This mod WIP aims to fix that as much as possible. Till then. Mod On! Game On!

 

SO...if you are tired of being disrespected by RE Merchants, SCAV Babes, Diamond City NPCs, other Generic NPC's and Caravan Guards despite the fact that you are the Castle Storming, Monster Slaying GENERAL of the Minutemen and you feel like I do that the PC should receive better treatment in dialogue by these NPCs whenever they have accomplished something momentous in the game, then this mod will make that happen for you.

Why Bethesda didn't take the time to condition out the random dialogue of Diamond City Generic NPC's who say, "You ain't gonna last once you leave the Wall, so don't get chummy." DESPITE the fact that you've been successful at defeating NUMEROUS raider gang leaders AND took out the QUEEN Mirelurk at the Castle, I will never understand.  They also don't condition out the generic dialogue which says, "If you don't live here, you ain't nobody. Got it?" EVEN after you've bought Home Plate.  Seriously?

AND as a bonus, if you also happen to use the Flirty Commonwealth mod by VaultFalcone then the Generic Diamond City NPC's will actually have something more to say than, "Yeah?" once you activate this mod.  ROFL!  Yep.  That's the ONLY thing they say normally that isn't rude. 

My ESP-ESL includes ALL UFO4P dialogue corrections for every dialogue line I edited so it is OK to place it BELOW/AFTER the UFO4P and BELOW/AFTER the Flirty Commonwealth mod because I didn't touch the vanilla edits of Flirty Commonwealth which was only one that removed the "Random END" flag on the last dialogue entry that says, "Yeah?"

Oh, and Caravan Guards aren't gonna keep warning you not to "eye" the Brahmin or threaten to "end you wastelander" anymore after you have been given Bunker Hill as a settlement, because they work for YOU now!  I definitely give them the Minuteman dialogue faction because Bethesda really didn't give them that much to say.  It's nice to hear them say, "Hello Sir" and "General" instead.  Feel me?

IF you don't use the Flirty Commonwealth mod, then most of the Diamond City Generic NPC's won't have much to say to you anymore if you completed "Taking Independence" OR made Diamond City into a working Workshop Settlement (which should add the LocTypeWorkshopSettlement keyword to its Location DATA), but, "Yeah?"  

UNLESS - you do what I do and give these NPC's the Minutemen Dialogue Faction with the console.  Here is a sample of the batch files I use to #1.  Make any NPC the PC Ally & Friend.  #2.  Make ANY Generic Voiced NPC a member of the Minutemen with the Minutemen Dialogue Faction. (NOT Old People, Ghouls or Children...they don't have any Minutemen Dialogue voice files)

#1.  MA.txt (Make Ally)
setfactionrank 106C30 0
setfactionrank 106C31 0

#2. MD.text (Minutemen With Dialogue)
setfactionrank 68043 0
setfactionrank 17E8A7 0

NOW, if you DON'T want to complete the Minuteman quests BUT you are using a Diamond City Settlement mod, then giving Generic NPC's there the Workshop Dialogue Faction/GenericFarmerDialogue Faction will ALSO expand their "Hello's" which my mod basically gets rid of because MOST all of them were rude.  Nobody gets to be rude to the famous General of the Minutemen in my game.  Feel me?

#3.  MS.txt (Make Settler with GenericFarmer Dialogue)
setfactionrank 337F3 0
setfactionrank c8608 0
setfactionrank 155251 0

There's actually more stuff you can put in the MS.txt which can allow you to assign ANY NPC to a settlement, but that's not the focus of this mod.  Getting them to have something to SAY after you take away the rudeness.....is. Oh, and there's few things that Generic Farmers say which aren't all that respectful to the PC either, but IMHO, Thuggy's PiperCaitCurieDialogueOverhaul.esp from Settler and Companion Dialogue Overhaul adds more than enough "respectful" dialogue which makes up for the difference.  BUT....it really needs to be patched for the BEST results.  See the pic I uploaded for an example.  (Yes, I've been editing FlirtyCommonwealthMale.esp for my own uses for quite awhile, but the basics which make it a great mod are still intact.)

But again, Diamond City would need to be a full settlement and the Generic Diamond City resident would have to have that dialogue faction.  Small price to pay.

SO.....need play testers and suggestions about what other RUDE dialogue should be conditioned to GO AWAY after certain quests are completed.  Those who are following this mod and provide feedback that is implemented will be credited for their input.

OH, and there are way TOO many Diamond City & Caravan NPC beautification mods out there for me to even think about making hard edits to those records just to add dialogue factions.  Easier to use the console on a case by case basis. Just saying.

There is ONE very popular Diamond City quest mod that I know of which also makes edits to random Diamond City dialogue by adding conditions which relate to it's quests which stop the rudeness AFTER you become the mayor I guess.  You can decide when you want the dialogue to go away, BEFORE or AFTER their quests complete by where you put my mod.  Since they don't actually ADD to the dialogue like I do, it's probably best to ensure my mod "wins" the edit conflict.  Your choice.  These edits basically accomplish the same thing in the same technical way but for different reasons.  There's also ONE exterior DC guard comment in the FENS Sheriff mod that will conflict because they conditioned it not to play after a certain quest stage but it's easily patched or ignored.

NOBODY gets to call my PC a "Scavver" if I can find a way to condition it out.   The Pip-Boy on my wrist, my shiny POWER ARMOR and the DC Radio should be all the "introduction" any Commonwealth denizen needs to decide it's best to treat my SS with respect. 

Many Unique Voiced NPC's who are ALWAYS rude "after hours" or in general have been given new lines to say or their rudeness was just "Conditioned" out after you are the Famous General of the Minutemen OR, Diamond City is a working settlement. 

Some of the dialogue will help you to "roleplay" an off-hours romance with them if you are so inclined, but you may have to take them to an interior cell and give them the CA_IsRomantic = 1 setting to make that work.  No, I don't plan to make a "Romance Myrna" quest, despite her being SMOKING hot in my game.

Colette (if she's alive in your game of course), Ellie (Not rude but she gives you the brush off after her normal Hellos are done playing), Geneva (Brush Off not rude per se), Moe (Totally rude), Myrna (Scary Rude), Polly (rude), Becky (Boring Three Repeating Lines Rude), Mrs Codman (Stuck-up Rude), etc., etc., etc., WIP.

As an added BONUS because this mod was originally intended to only change the RE Merchants dialogue to NOT be rude to compliment my SCAV Babes mod, I have EXPANDED the Generic Merchant Dialogue pool to allow you to drop ANY FemaleBoston/FemaleRough/MaleBoston/MaleRough voiced NPC with the appropriate factions (Mine or Vanilla Workshop Factions) into ANY game cell, workshop or not, AND they will be WORKING vendors.

You don't have to make my mod a master file if all you are going to do is use the basic workshop factions for Bar, Clothing, Armor & Weapons.  The RE General Merchants already cover MISC items so I didn't bother with that.  The only problem arises if your BASE workshop container references that the BASE game Factions point to are EMPTY.  I highly recommend the DLC Leveled List Integration mod to help with that OR any other mod which "enhances" the base Workshop Vendor BASE Containers.

I've found that Doctor dialogue already works "out of the box" by giving the NPC Record the appropriate factions and the in-game reference a "virtual" settlement location.  You can see how I did it in the SCAV Babes mod.  Easy Peasy.  

 

Credits:

 

Bethesda for F04 & the CK

ElminsterAU and the xEdit Team for https://www.nexusmods.com/fallout4/mods/2737/

LeahTheUnknown who recently made a comment on her Discord about how nothing she did in F04 mattered because it didn't CHANGE anything.  Hopefully, I can change that for her since she's given SO much to the community over the years.

 

FYI - IF you aren't doing the Minuteman quest line and you don't want Diamond City to actually have a "WORKING" settlement, you CAN just add the proper KEYWORDS to the Worldspace LOCATION data to allow the RUDE dialogue to be conditioned to go away for you.  Here's an example of my "NON-working" Settlement WIP, that has the appropriate Keywords.  I used the LocHasKeyword - LocTypeWorkshopSettlement condition SO...that's really all the Location Data needs to have for the dialogue edits to work for you IF you aren't going to do "Taking Independecne."

2023-04-02 11_46_13-Greenshot.png

2023-04-02 22_10_40-Greenshot.png


 

Posted (edited)
6 hours ago, katrina.balanchuk said:

Why has this not gotten more likes??

With only 1,546 views and 105 Downloads it's not at all surprising.  I always dual post my mods here and on the Nexus and with 230 unique Downloads there, it has received just 10 endorsements.

 

SO.....if you look at the Heather Casdin mod on the Nexus with over 1 million total downloads, and 380,142 UNIQUE downloads, but only 24,232 endorsements, you can see that the ratio is surprisingly low.

 

Peeps be lazy and maybe they always click off that pop-up that happens on the Nexus to remind them to endorse the mods they downloaded.

 

But I don't make mods or upload them for endorsements or likes.  I mod for me and share with the modding communities I'm part of to "give back" a little for all the mods I've gotten from the community over the years which have enhanced my game in one way or another and I do hope the players who download it may find the mod as useful or FUN for themselves as I do.

 

Whenever you choose to "share the love" with others you really can't expect anything in return unless you want to be miserably disappointed.  It's gotta be "unconditional" for it to do YOU any good.  Feel me?

 

Thanks for posting!  Please let me know if you have any suggestions for improvements.  Till then.  Mod On!  Game On! ?

Edited by Tinman2u
Posted (edited)
5 hours ago, MrNicoras said:

Safe to add mid-playthrough?

Absolutely.  It's basically an "added conditions" mod for Generic Dialogue but it also modifies and adds to the "General Merchant Dialogue" quest.  It won't even show itself until you have completed certain quests like "Taking Independence" or if you have made DC a properly Keyworded Settlement location or got to make Bunker Hill a Minuteman settlement and if you buy Home Plate you won't get the snarky comment about NOT living in DC when in fact, you do.  Now....IF you don't have a mod like "FlirtyCommonwealth" which I HIGHLY recommend, the DC Generic NPC's are gonna go quiet on you.  IF you don't mind that, then, enjoy! 


Oh, and do you MOD at all?  I've been running around dropping Vendor NPC's everywhere that is basically empty.  I just got done cleaning up the Warren Theater where I dropped a LOVELY bartender named Periwinkle in the bottom and THEN made the upper floor a dance club and disabled that ONE useless Synth up there because AFTER they've scared you ONCE.....they are just target practice from then on.  Feel me?

Edited by Tinman2u

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