astymma Posted January 31, 2012 Author Posted January 31, 2012 Something else to think about' date=' MCM has a tendency to BORK the underlying variables in an esp that has been altered since last being ran. Every time you upgrade/downgrade an esp that has an MCM dependency (or supports MCM), I'd suggest opening MCM and resetting every value EVEN if they look correct. It has turned a crashy session into a smooth session for me every time. [/quote'] This is just due to people not properly doing the init block stuff in their ESP, or screwing up their MCM quest script. It can also be caused by the quest script being set to the default delay (5 seconds). If you open MCM for a mod before that mods quest has initialized its vars, everything shows as 0/null/whatever to MCM. What should be done is the mods quest script(s) for MCM should be checking the mod itself to make sure it is initialized and upgraded (ready) before allowing MCM interactions. *scuttles off to check his init block and mcm quest...*
saladboy21 Posted January 31, 2012 Posted January 31, 2012 I'll have to check. I have not touched the controller settings other then turning the controller on or off. Note I can hit E to activate smallertalk without unplugging the controller. OTOH, I have to turn off the controller to bring up the console.
Mars Posted February 5, 2012 Posted February 5, 2012 Hey guys, man , just ran into a problem I cant figure out. SmallerTalk works, but it does not display what the npc says. I click on an npc and instead of the window with "whats up" showing, it just waits as if the npc is speaking. I can click on the blank area where the window should have been and it will immediately take me to the window with my answers(like it should when you skip dialogue). So with each mod I have no idea what the npc's are saying to me. It did work at first btw and I took just about all my mods out(minus textures etc...) and no go. Even started a new character to test. Any idea what could be causing this under the hood?
astymma Posted February 5, 2012 Author Posted February 5, 2012 Hey guys' date=' man , just ran into a problem I cant figure out. SmallerTalk works, but it does not display what the npc says. I click on an npc and instead of the window with "whats up" showing, it just waits as if the npc is speaking. I can click on the blank area where the window should have been and it will immediately take me to the window with my answers(like it should when you skip dialogue). So with each mod I have no idea what the npc's are saying to me. It did work at first btw and I took just about all my mods out(minus textures etc...) and no go. Even started a new character to test. Any idea what could be causing this under the hood? [/quote'] I'm guessing you installed a UI mod that has broken the UI display of dialogues. Check your menus folder for extraneous stuff. What you're describing I can't see SmallerTalk being even remotely connected to.
Mars Posted February 5, 2012 Posted February 5, 2012 Hey guys' date=' man , just ran into a problem I cant figure out. SmallerTalk works, but it does not display what the npc says. I click on an npc and instead of the window with "whats up" showing, it just waits as if the npc is speaking. I can click on the blank area where the window should have been and it will immediately take me to the window with my answers(like it should when you skip dialogue). So with each mod I have no idea what the npc's are saying to me. It did work at first btw and I took just about all my mods out(minus textures etc...) and no go. Even started a new character to test. Any idea what could be causing this under the hood? [/quote'] I'm guessing you installed a UI mod that has broken the UI display of dialogues. Check your menus folder for extraneous stuff. What you're describing I can't see SmallerTalk being even remotely connected to. Thanks, that gives me a bit to go on. I was using the unified hud mod along with basic needs and grenade hot button. Though I did disable all of them, maybe that was not enough and I need to delete some data in the folders.
prideslayer Posted February 5, 2012 Posted February 5, 2012 Simply disabling an ESM or ESP will not fix "junk" that gets put into other directories like data, meshes, or menus. You need to go into the FOMM package manager and "deactivate" the package to see if it's causing the problem.
astymma Posted February 5, 2012 Author Posted February 5, 2012 Simply disabling an ESM or ESP will not fix "junk" that gets put into other directories like data' date=' meshes, or menus. You need to go into the FOMM package manager and "deactivate" the package to see if it's causing the problem. [/quote'] In addition, even simple mods are BEST installed as fomods using FOMM. That way when you disable them, all the content they added is removed and, if they replaced another mod's files, that mod's files will be restored. If you manually install files to your data directory, always remember that you have to manually uninstall them as well.
Mars Posted February 6, 2012 Posted February 6, 2012 Yea guys, thanks for the tips. Unfortunately that's the first thing I did is disable them completely, including the FOOM's. Usually I don't have many problems with tracking down a conflict. I even deleted my folders that may have eluded to being part of UI changes. The only thing left are textures/meshes and couple mods that cant possibly be the problem. It seems the problem started while using the smoking mod, where one can ask for a smoke while in conversation. Could be a coincidence though that the conversation UI stopped popping up shortly after(deleted that mod also). It's also a pretty clean install, but yea it's not on Smallertalks side, it's like the problem somehow got into the core somewhere.
prideslayer Posted February 6, 2012 Posted February 6, 2012 "cant possibly be the problem" is usually a sign... Nothing can "get into the core" in such a way that removing it does not fix it, and if deactivating everything in FOMM doesn't fix it, then the only answer left is that it's something you installed directly (not through fomm).
Quarz Posted February 6, 2012 Posted February 6, 2012 Hi, I believe I've run into a small problem, which is rather annoying. Had SmallerTalk activated and started a new game. Now, running with Sunny killing Geckos should eventually lead to a reputation gain, when killing the critters attacking the settler and speaking to her afterwards. But that doesn't work anymore. With SmallerTalk all she will say are those lines every NPC says now, not triggering the necessary conversation, ultimately resulting in Goodsprings only "Liking" the PC instead of "Idolizing" when you help them through everything. I tested it, simply deactivating SmallerTalk and running that quest gave the reputation increase. Would be awesoem, if you could fix that.
Chase Roxand Posted February 6, 2012 Posted February 6, 2012 Maybe I'm on an old version or something, but is SmallerTalk supposed to activate while crouching? Every time I steal from someone, they talk to me. Also, I haven't looked into how this mod works, exactly, but perhaps requiring the Use key to be held down for a half second or so before the forced conversation would start might fix some of the bugs? The forced dialog seems to pop up when it isn't needed.
box888 Posted February 6, 2012 Posted February 6, 2012 And now have to make love to ... Victor to enter Lucky38. What a real pervert this M. House! (or maybe a little programming problem in smaller talk )
prideslayer Posted February 6, 2012 Posted February 6, 2012 And now have to make love to ... Victor to enter Lucky38. What a real pervert this M. House! (or maybe a little programming problem in smaller talk ) Smallertalk doesn't add dialog beyond the "what's up" bit. You have some other mod blindly adding dialog to everyone it seems. What sexout mods are you using?
astymma Posted February 6, 2012 Author Posted February 6, 2012 Maybe I'm on an old version or something' date=' but is SmallerTalk supposed to activate while crouching? Every time I steal from someone, they talk to me. Also, I haven't looked into how this mod works, exactly, but perhaps requiring the Use key to be held down for a half second or so before the forced conversation would start might fix some of the bugs? The forced dialog seems to pop up when it isn't needed. [/quote'] I'll take a look at tossing in an MCM option for disabling SmallerTalk while in sneak mode. Or would you prefer a popup?
astymma Posted February 6, 2012 Author Posted February 6, 2012 Hi' date=' I believe I've run into a small problem, which is rather annoying. Had SmallerTalk activated and started a new game. Now, running with Sunny killing Geckos should eventually lead to a reputation gain, when killing the critters attacking the settler and speaking to her afterwards. But that doesn't work anymore. With SmallerTalk all she will say are those lines every NPC says now, not triggering the necessary conversation, ultimately resulting in Goodsprings only "Liking" the PC instead of "Idolizing" when you help them through everything. I tested it, simply deactivating SmallerTalk and running that quest gave the reputation increase. Would be awesoem, if you could fix that. [/quote'] Will take a look at that Settler's dialogue, I know the trigger rep gain you mean.
astymma Posted February 7, 2012 Author Posted February 7, 2012 SmallerTalk release v1.1.7 MCM option to enable/disable SmallerTalk while sneaking.
astymma Posted February 7, 2012 Author Posted February 7, 2012 Hi' date=' I believe I've run into a small problem, which is rather annoying. Had SmallerTalk activated and started a new game. Now, running with Sunny killing Geckos should eventually lead to a reputation gain, when killing the critters attacking the settler and speaking to her afterwards. But that doesn't work anymore. With SmallerTalk all she will say are those lines every NPC says now, not triggering the necessary conversation, ultimately resulting in Goodsprings only "Liking" the PC instead of "Idolizing" when you help them through everything. I tested it, simply deactivating SmallerTalk and running that quest gave the reputation increase. Would be awesoem, if you could fix that. [/quote'] Will take a look at that Settler's dialogue, I know the trigger rep gain you mean. Hmm, that dialogue is goodbye flagged and say once. I'm still trying to figure out if the engine is throwing away sayonce-goodbye flagged dialogue in favor of the queued SmallerTalk conversation. If that's the case, I may have to refactor SmallerTalk to use a different mechanism for handling conversation (a bad thing).
box888 Posted February 7, 2012 Posted February 7, 2012 And now I have to make love to ... Victor to enter Lucky38. What a real pervert this M. House! (or maybe a little programming problem in smaller talk ) Smallertalk doesn't add dialog beyond the "what's up" bit. You have some other mod blindly adding dialog to everyone it seems. What sexout mods are you using? Yeah, but "what's up" is now my only dialog option and I can't even say no. After my agreement I have access to the normal dialog. The problem is solved when I disable creature small talk feature.
astymma Posted February 7, 2012 Author Posted February 7, 2012 And now I have to make love to ... Victor to enter Lucky38. What a real pervert this M. House! (or maybe a little programming problem in smaller talk ) Smallertalk doesn't add dialog beyond the "what's up" bit. You have some other mod blindly adding dialog to everyone it seems. What sexout mods are you using? Yeah' date=' but "what's up" is now my only dialog option and I can't even say no. After my agreement I have access to the normal dialog. The problem is solved when I disable creature small talk feature. [/quote'] Ahh, *having* access to dialogue with creatures using SmallerTalk is absolutely no guarantee that dialogue will make sense or even work correctly. It's up to mods to provide the creatures with appropriate dialogue for them. TBH, I'd keep SmallerTalk's creature support OFF *unless* you plan to leverage it for some specific mod that uses creature dialogue.
box888 Posted February 7, 2012 Posted February 7, 2012 Ahh, *having* access to dialogue with creatures using SmallerTalk is absolutely no guarantee that dialogue will make sense or even work correctly. I finally understand why I'm the only one allowed to enter Lucky 38 : this old-pervert-M.House takes his fun with Victor and me.
astymma Posted February 7, 2012 Author Posted February 7, 2012 New release... v1.1.8 Redid the SmallerTalk conversation start method as a token based startup. The way it works is a token is handed to the NPC activated with a 3 second timer. This timer, if it counts down to zero while in GameMode, will start the standard SmallerTalk conversation you're used to. If, however, it counts down to zero while in MenuMode 1009 (the dialogue screen)... it does nothing and cancels the conversation. The major benefit of this approach is SmallerTalk will no longer stomp on (override) Vanilla dialogue that was flagged as both SayOnce and Goodbye which will allow those conversations (which were almost universally IMPORTANT such as quest completers/reputation awarders) to occur as the vanilla game intended. SmallerTalk now behaves just a little different but the same functionality is there. What you'll see now is they'll goodbye respond to you and there will be up to a 3 second pause and they'll come back and start the conversation as before. If they actually have dialogue, as long as you spend 3 seconds reading it or responding to it, no SmallerTalk conversation will happen once you close dialogue. With this new method, the simplest way to fire SmallerTalk with a companion wheel companion is to simply activate them and click the word Exit in the companion wheel and wait 3 seconds, they'll start the SmallerTalk dialogue with you... and yes, before anyone asks, that includes the normally SmallerTalk resistant Cass hehe
Quarz Posted February 8, 2012 Posted February 8, 2012 Alright, just tried it and works wonderful now. Thank you! =)
astymma Posted February 8, 2012 Author Posted February 8, 2012 Alright' date=' just tried it and works wonderful now. Thank you! =) [/quote'] New release in a few seconds...
astymma Posted February 8, 2012 Author Posted February 8, 2012 New release... v1.1.9 Added in the MCM screen a slider picker to choose your own chat delay from 1 to 10 seconds with a default of 3 seconds.
Guest xalien Posted February 14, 2012 Posted February 14, 2012 When trying to talk to sleeping NPC's, they get up and just stand there frozen. The only way to fix them at this point is to trigger the loading screen (e.g switch interior/exterior cells). If you want to talk to them you have to disable smallertalk in MCM.
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