Dialogue problems with companions

Post » Sun Jan 10, 2016 11:18 pm

I have a terrible time getting the dialogues with my companions to come up so I can trade with them.

I try and try and when I click on them I get the " go " or " stay " etc. etc. but can't get the menu to Trade etc. to come up.

It seems you have to be one ONE EXACT PIXEL in order to get it to come up.

And, half the time when it does come up, it goes away as I try to move the cursor onto it so I can make a choice.

This is on PC and is so [censored] bad I'm about to just quit the damn game.

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Jessica Lloyd
 
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Joined: Fri Aug 25, 2006 2:11 pm

Post » Sun Jan 10, 2016 4:02 pm

I usually just click on the companion and then if I don't get the Talk option, I will have the GO option and I point at my feet and say "Go here, moron!" and when they get close then I get the talk option. Getting the cursor to get ON the talk option is another issue (but then I usually just use the arrow keys --- up for talk, I believe? Or "1" using this mod I have that re-arranges the dialog interface).

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Sierra Ritsuka
 
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Joined: Mon Dec 11, 2006 7:56 am

Post » Sun Jan 10, 2016 10:13 pm

I've had a few dialog problems, and not just with companions...

  1. I appointed
    Spoiler
    the Vault Tech salesman
    to run a drink stand. Yet every time I stop to talk to him, he goes through the same spiel. Then I have to ask him again if he wants to work for me (he already is working for me), and then FINALLY, I get the chance to buy from him. There's no way to skip any of the introductory conversations, and it happens every time.
  2. I appoint random settlers to various shops. About 4 out of 5 times, even though the hours are correct, and they are standing behind their shop window, when I try to talk to them in order to buy or sell to them, instead I automatically get the swap gear window, no option to barter. Note that this is besides the fact that they are nearly always absent from their shops (only that guy I mentioned in 1 above is ALWAYS on duty when he's supposed to -- god that guy is annoying, but at least he's a hell of a conscientious salesman).
  3. I have to turn in a quest to Danse
    Spoiler
    (I found that lost patrol)
    -- quest wasn't assigned, just appeared as a quest when I found them.
    Spoiler
    I even convinced that old guy to come back to the Brotherhood.
    But I get no conversation option ever to turn it in. Quest is stuck in my quest log, even though it SHOULD be complete once I talk to Danse.
  4. In a Railroad quest, I have to talk to someone with Deacon. But Deacon keeps wandering off. And every time that happens, the guy stops talking to me, and if I try talking again, he won't talk to me until Deacon comes back. So I start the conversation again, and again Deacon just wanders off. And every time, the whole conversation starts from scratch, and it is SO incredibly tedious to work through the same conversation about 10 times. Finally, I got it to proceed through shear bullheaded stubbornness and perseverance. But GOD was that tedious and annoying.
  5. In the middle of the most heinously dangerous combat, my companions always seem to want to have a personal talk. I could be hearing the whistle of an incoming fatman, or a grenade that I desperately want to dodge, and my companions want to talk about their feelings. Talk about bad timing. Every single damned time, it happens. I know if a companion wants to talk to me, and I'm not in Diamond City or Sanctuary (or once even while I was in Sanctuary) that in the middle of that conversation, I just KNOW like clockwork, that someone is about to make a really converted effort to blow my head off. Heck, it happened once in this radioactive wasteland, with the Geiger counter clicking like crazy, and by the time I could react to that, I had lost a quarter of my hp to radiation because companion X wants to tell me a story.

So yeah, conversations with npcs can be screwy.

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SamanthaLove
 
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