
Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations)
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VersionBeta12
- Original File
- Download:
- Manual
2902 comments
So, here's the deal: Give me a little while to get situated and comfortable with editing FDI again. It's a tad overwhelming to come back after so long and see such a huge mod with all these languages and everything. I understand there's problems with Nuka World, Survival mode, and the High Res Patch, so I've got some targets to look at. In the meantime, give me a little while, and then I'll be back to fix things. I can't really give you an exact date, but I promise you won't be waiting anything outrageous like six months or anything.
Okay? Okay! See you guys soon!
Shamelessly copying from the changelog:
* Updated all languages to support the new 1.7 patch.
* Updated the installer to install support for the Vault-Tec Workshop DLC.
* Extended support for the Lite version to the Vault-Tec Workshop DLC. English only.
* Fixed a few remaining typos in the English strings.
Finally, because the recent patch changed the location of the main string files from Data\Strings to the Interface BA2, I'm considering converting Full Dialogue Interface into a BSA+ESP combo, with the new files packed away in a BA2 archive and a dummy plugin to determine their load order. This has the advantage of no longer messing with the Strings folder, which can cause problems if NMM hiccups or if instructions are followed incorrectly. However, this would also mean that achievements would be disabled for those using FDI because of the addition of a plugin. Yes, I know there's a mod that re-enables them, but that might be a concern for some users. The shift would also require rewriting all of the documentation, which means I'd need volunteers from every language again. Finally, it would mean lots of load order troubleshooting would take the place of Strings folder troubleshooting. The current rule of thumb on the Xbox version (which uses a BSA+ESP format) is to load FDI's plugin last, but load order strategies never survive contact with the enemy, so that could prove to be a new avenue of trouble.
If you have an opinion on whether or not FDI should make the change to a BSA+ESP format, leave a comment.
Have fun!
- Ciro
That would be great, it's always nice to have an option (whenever possible) without an ESP (due to the 255 limitation, some of us might be reaching).
With the mod in loose file format it will either work 100% of the time... Or it won't work at all. Load order conflicts will always be something people have to be mindful of regardless, but in loose file format it's an all-or-nothing approach. On top of that, I see no reason to have this mod (that's again already working as-is) eat another space in the load order when it doesn't really need to. The Fallout modding community has a terrible habbit of needing a bazillion compatibility patches to get many small mods to work together. It seems like Fallout 4 will unfortunately follow suit, but time will tell.
My .02c.
Thanks
But I did have A question, other than the main Beta12 install, there two updated files, I take it that they both need or must be installed, yeah this maybe a Duh "Q" but I'm sure where you are in process of making corrections and simply whether or not you are doing the B2A+esp rout or not.
Thank you again for making this, I really like it, Kudos.
For those with a lot of mods, a lot of the little ones contain nothing but game settings. You can collect those and put them all into an esp of your own (bonus: you can tweak those settings to exactly match your preference while doing so), OR if you can't edit an esp you can use this method.
Here are some useful settings I have found or borrowed
;speed up scope animation
setgs fScopeEnteringFadeOutSec 0.062500
;longer powerlines
setgs fWorkshopWireMaxLength 55000
;increased carry weight x3K (screw inventory management)
setgs fAVDCarryWeightBase 1000
setgs fAVDCarryWeightMult 100
;faster terminal display
setgs iTerminalDisplayRate 6000
;JetPack vars
setgs fJetpackThrustInitial 250
setgs fJetpackThrustSustained 100
setgs fJetpackTimeToSustained 4.00
setgs fJetpackDrainSustained 1
setgs fJetpackDrainInital 2
; Reduce Enemy Taunting
setgs fCombatDialogueTauntMinElapsedTime 100
setgs fCombatDialogueTauntMaxElapsedTime 300
;
; STFU settings
; DefaultSTFU
;setgs fAIInDialogueModewithPlayerTimer
;30300
setgs fAISocialchanceForConversation 50
;1003
setgs fAISocialRadiusToTriggerConversationInterior 500
;1500150
;setgs fAISocialTimerForConversationsMax
;90900
;setgs fAISocialTimerForConversationsMin
;45300
setgs fAISocialchanceForConversationInterior 50
;1001
;setgs fCombatDetectionDialogueIdleMaxElapsedTime
;252400
;setgs fCombatDetectionDialogueIdleMinElapsedTime
;101200
;setgs fCombatDialogueAttackMaxElapsedTime
;52400
;setgs fCombatDialogueAttackMinElapsedTime
;52400
setgs fCommentOnPlayerActionsTimer 200
;201200
setgs iAISocialDistanceToTriggerEvent 100
;2001
;setgs fAIInDialogueModeWithPlayerDistance
;250150
;setgs fAIGreetingTimer
;15240
setgs fCombatDialogueTauntMinElapsedTime
;15300
;setgs fCombatDialogueTauntMaxElapsedTime
;301200
setgs fAISocialRadiusToTriggerConversation 500
;1500150
setgs fCommentOnPlayerKnockingThings 100
;40300
;fAIMinGreetingDistance
;17510
;fCombatDialogueTauntMaxRetryTime
?30
;fCombatDialogueAllyKilledMaxElapsedTime
?2400
;fCombatDialogueAllyKilledMinElapsedTime
?1200
;fCombatDialogueAvoidThreatMaxElapsedTime
?2400
;fCombatDialogueAvoidThreatMinElapsedTime
?1200
;fCombatDialogueBleedOutMaxElapsedTime
?1800
;fCombatDialogueBleedOutMinElapsedTime
?600
;fCombatDialogueFleeMaxElapsedTime
?2400
;fCombatDialogueFleeMinElapsedTime
?1200
;fCombatDialogueStandardMaxElapsedTime
?2400
;fCombatDialogueStandardMinElapsedTime
?1200
;fCombatDetectionDialogueMaxElapsedTime
?2400
;fCombatDetectionDialogueMinElapsedTime
?1200
;fCombatDetectionDialogueGlobalElapsedTime
?1200
;fCombatDetectionDialogueLostAttackMinElapsedTime
?600
;fFollowWalkMaxPlayerinDialogueDistance
?100
;fFollowWalkMinPlayerinDialogueDistance
?30
;fAISpectatorCommentTimer
?1200
;fDetectionCommentTimer
?300
;fCombatGroupMemberKilledCommentDistance
?200
;fAIIdleChatterDistance
?10
; Rain of Brass settings
fGunShellLifetime: 300
;5600 (600 seconds = 10 minutes)
fGunShellCameraDistance: 25000
;51251200
iDebrisMaxCount: 1500
;251500 (Max number of visible shells)
So we should remove 10 out of 15 string files that your mod added??
Why not just remove them and repost? i don't understand.
I thank you for the mod and all your effort.
From here on out: IF YOU HAVE A PROBLEM WITH THE MOD, THE VERY FIRST THING YOU SHOULD DO IS READ THE "TROUBLESHOOTING" SECTION IN THE DESCRIPTION. 99% of problems can be solved by following the instructions there. If that still doesn't help you, post in the comments and other users may be able to help you out - and, after a certain length of time, I'll be able to chime in as well if the issue persists.
I apologize for any inconvenience this may cause.
Currently, the documentation for the Chinese and Spanish versions are Google Translated. If you are a native speaker of those languages and you would like to help, the text that still needs to be translated can be found here:
http://pastebin.com/QCd1vCnu
To the best of my knowledge, the ten languages currently supported by FDI are all the languages Fallout 4 was officially released in. However, I could definitely be wrong - so if you know of any languages FO4 supports that aren't being supported by FDI, let me know. I'm always willing to add more translations.
Further, if you can provide the .strings files for your language(s), that would greatly help. Translating the documentation into your language would also help immensely (the pastebin link above has the text that needs to be translated).
To go into more detail about how to send me your language's .strings files:
1. Go to your Fallout 4 directory (usually found in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4 )
2. Go into the Data folder.
3. Go into the Strings folder.
4. Inside, you should see three files, all named "Fallout4_[your language]" - there's a .strings file, a .ILstrings file, and a .DLstrings file. Copy these three files into a separate place on your computer.
5. Use an online hosting service (such as Mega, Mediafire, Dropbox, and so on) to upload the files. Then, send me the link to download those files. Preferably send the link in a PM.
Thank you all for your continued aid in helping FDI support as many users as possible.
Thanks for your efforts.
Keep up the great work with the mod.
Can't seem to find the strings folder (maybe because I play in English?)
However, I have added a Troubleshooting section to the mod's description, which covers a few common problems users have with NMM and how to solve them. If you're experiencing problems, try referring to the Troubleshooting section. That being said, there are reports that running NMM as an admin is a possible fix, so do try that first.
To any users still having issues with the NMM installer, please follow the link provided by DuskDweller below and post a detailed description of your problem there so that the NMM development team is aware of the problem.
Here's what DuskDweller, Nexus staff, wished for me to communicate to users having issues installing Full Dialogue Interface with NMM:
"I think this is a generic issue with the NMM setup and their systems, I advise you to tell anyone having issues with NMM to open a report in the proper section instead of bothering you:"
http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
Finally, if you keep your mods and your game install on separate drives, there is a possible solution, courtesy PhoeniixFiire:
"I realized that there was a change to NMM that requires you to enable multi-hdd mode if the mods are to be stored on a different drive than the one the game is on. This was not the case a while back when I was playing skyrim so I never thought to check for something like this. Anyway, for those of you have CTDs right after installation, this may be the issue if your setup is similar to mine. I wish NMM would throw up an error message or something instead of just failing to install the mods (and deleting the files to be replaced).
Manual installation negates this issue, but you can also solve it by 1) setting it up with multi-hdd enabled so NMM creates symlinks from the mod location to the game installation, or 2) setting it up so the mods are stored on the same hard drive as the game. It took a bit of fiddling but I got it working and the mod now installs fine, so it was a settings/NMM issue, not actually this mod at all."
I think I found a quick and dirty solution though. First, I had the mod disabled, then manually installed the "Uninstall Strings." This made NMM Overwrite the Backup strings with this mod on activation and replace the backup strings on deactivation.
I tried everything else, and Fallout kept crashing at startup, until I reinstalled in admin mode.
Edit: OK, i managed to fix it. i launched as admin and merged the original file and the DLC update. i don't know if this will always work, but it did for me.
I had the same problem, reinstalled the previous version, and I'm going to stick to it...
I created a dummy ESP with all of the files loaded into a BA2 and it works! No more crashes at startup.
IT SOME HOW BREAKS THE PIPBOY INVENTORY AND NOW ALL MY ARMOR IS NAMED "LOOK UP FAILED!"
I was curious if this mod was broken in 2025 and I recall it having issues in the past with that same error.
I will avoid it until it gets an update.
There has been a major patch since this was released and I have seen errors with this as well as others in the comments.
Update your mod please.