What happened to the special speech options?

Post » Mon Nov 30, 2015 5:20 am

I just couldn′t find a single situation where my Intelligence or any special give you a different speech option like in the previous Fallouts.

Do you know if there′s any situation with these kind of options?

Example: [Intelligence 7](Insert speech here)

Thank you beforehand

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Timara White
 
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Post » Mon Nov 30, 2015 4:59 am

So far I haven′t come across any in roughly 80 hours of play. So my guess is no.

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CHangohh BOyy
 
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Post » Sun Nov 29, 2015 9:30 pm

In my experience so far all SPECIAL speech checks are dependent upon your Charisma. Though there is the Lady Killer/Black Widow perk which is supposed to give you unique dialog options with some members of the opposite six.

If you're hurting on charisma for speech checks, keep your minutemen the generals outfit and hat with you (and if you really need an added boost, coat your power armor in the charisma boosting paint)
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Lori Joe
 
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Post » Mon Nov 30, 2015 1:22 am

I haven't see any Lady Killer/Black Widow dialogues as well.

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sam smith
 
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Post » Mon Nov 30, 2015 4:52 am

Yea, it seems to be missing in this game. No talking deathclaws either. And only 1 friendly super mutant that's a companion. No "Get to know this group that isn't so bad" or "Join nerd group with 7+ int" or anything like that.

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aisha jamil
 
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Post » Sun Nov 29, 2015 9:23 pm


That perk does not give you any extra dialogue and it does not state it does so. Just makes it easier to persuade the opposite six because it ups your success chance.
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Jeremy Kenney
 
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Post » Mon Nov 30, 2015 3:43 am

If that is the case its really sad. It was more inmerssive when your specials gave you more options :nope:

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Jessie
 
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Post » Mon Nov 30, 2015 1:28 am

Sometimes when people complain about the game it's baseless, but in the case of dialogue, there can be no argument, it is not as deep as prior titles. It was a lot more fun communicating with NPC's when skills or stats could influence dialogue options. It added replayability too. I remember my first playthrough of FO3 when I didn't have explosives and the old man wouldn't even consider letting me have the dynomite. Or the times when I'm in the medic tents of the NCR and I could operate on the wounded because my medicine skill as high enough. There are so many examples where skills and stats were used to role-play different scenarios. It is something I definitely notice in this game.

It's interesting to me how they chose to feature a somewhat in-depth crafting system and a very in-depth settlement building system, but make the dialogue so dull. They were obviously fixated on their perception that voiced dialogue is a 'value-added' feature that was necessary to make their game 'AAA' and modern.

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Red Sauce
 
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Post » Mon Nov 30, 2015 5:04 am

I KNOW! It doesn't make any sense. I have max int, lots of perks in robotics, science, etc and at one point my guy said something like "I don't know anything about repairing robots".... I was like COME ON!

There should have definitely been stat and perk based dialog options. I'm guessing since everything is voice acted now that they didn't want to record all the extra lines? Who knows, but it's a shame.

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louise tagg
 
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Post » Mon Nov 30, 2015 2:22 am

I called it from the very beginning (along with many, many others obviously) that the voiced dialogue would be a major obstacle to dialogue depth, and later on, modding. Any quest mod will now be jarring because you'll either have to have a new voice than the origianl actors, or it will be silent after having had voice the entire game. I think there will be a mod to remove the voiced dialoge, but it will take a major, major effort to replace a substantial number of the dialogue trees with better written and interesting options depending on perks.

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Mario Alcantar
 
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Post » Sun Nov 29, 2015 11:09 pm

Because had it been any other way, the dialogue wouldn't feel as natural and realistic and "muh immersion" as it is now! :bonk:

But it looks like in Bethesda's attempt in making Charisma an actual meaningful attribute by having it affect dialogue, they forgot everything else that could have an effect on it as well. Or it is just another casualty of the voice acting four button dialogue system. Who knows why they do what they do anymore.

I remember when specific perks and attributes had their own special dialogue to them that rewarded you for taking those options for your character. Moira asking me to go to the RobCo. Facility when on the contrary, my character was a Robotics Expert. Why, I could tell you all about robots right now and save the journey. Those moments felt good. And are quite missed here.

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Davorah Katz
 
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Post » Sun Nov 29, 2015 9:35 pm

Very well put.

You're joking, right?

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emma sweeney
 
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Post » Mon Nov 30, 2015 4:12 am

I just hope Bethesda to add this characteristic again somehow...

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Barbequtie
 
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Post » Sun Nov 29, 2015 6:27 pm

Speech was streamlined where only charisma affects dialogue, specifically persuasion chance. The only way to meet the persuasion check is to make sure you have enough charisma. Otherwise, all other options are purely a matter of personal taste.

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adame
 
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Post » Sun Nov 29, 2015 8:01 pm

There are a number of occasions where the dialog clock has the 12 o'clock choice in some color other than white. (I've seen yellow and orange so far.) These require that the character has a specific Perk or an Attribute of a certain value or higher just to access. Choosing it and succeeding will result in a response that you would otherwise never have seen without the correct Perk or Attribute value.

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Roberta Obrien
 
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Post » Sun Nov 29, 2015 4:22 pm

Just one example not using CHAR, please.
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Cameron Garrod
 
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Post » Sun Nov 29, 2015 9:18 pm

I've had similar options pop up now and then. I'm avoiding the main questline so much still that I haven't had too many serious conversations yet, though.

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Captian Caveman
 
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Post » Mon Nov 30, 2015 12:04 am

The colors are the likelihood of succeeding; they do not denote a different kind of perk being used. So far as I know, it's only CHA checks.

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Czar Kahchi
 
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Post » Mon Nov 30, 2015 2:57 am

That makes sense.

With companions there are a couple of layers of conversation options. Maybe more of that will happen with other npcs' later?

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Kill Bill
 
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Post » Mon Nov 30, 2015 2:35 am

Those colors are all charisma perks. Color just means the difficulty.

There are no SPECIAL dialogue options in Fallout 4 other than charisma, as opposed to previous games.

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Tha King o Geekz
 
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Post » Sun Nov 29, 2015 4:46 pm

Not intelligence or perks. It's charisma. I see them from time to time.
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Josh Dagreat
 
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Post » Sun Nov 29, 2015 9:04 pm

This is not related to dialogues option but i come across one quest that perform multiple int check for a task NPC ask me to repair stuff. So there may be some other SPECIAL check for something else. Not entirely sure tho
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Gen Daley
 
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Post » Sun Nov 29, 2015 9:41 pm

Seriously, you can talk to animals, sort of, turn enemies into allies, all through charisma, but you can't have nuanced or informed conversations with normal people, lol! Still not sure how I feel about the new conversations....

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Sammie LM
 
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Post » Sun Nov 29, 2015 6:39 pm

i get alot of check with Charisma, some that allow me to solve a quest w/o shooting i dont get where all the hate is coming from.

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{Richies Mommy}
 
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Post » Sun Nov 29, 2015 5:54 pm

I don't hate it- can't speak for others, but I do miss checks for stuff other than charisma affecting conversations. I haven't seen enough of the conversation system yet to say how I feel.

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Steph
 
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