Tammer's Wasteland Workshop

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Dialogue Expansion for Role-Players

This mod adds additional dialogue options to the game to enhance the role-playing experience. They are intended to address my personal issues with the shortcomings of the limited available dialogue choices in the base game – namely how most options are either fawning and obsequious, or dastardly and rude with no middle ground. I may continue to add more in the future if I find any other opportunities that I feel were missed. All the newly-added dialogue options are fully-voiced using remixed clips from existing dialogue.

For instructions on how to adapt this mod to work with Tale of Two Wastelands, scroll down to the bottom of this page.


Vault 101

The Lone Wanderer's Tenth Birthday Party

When talking to the Overseer during your birthday party, it bothered me that the only two options were to either accuse him of being stingy with supplies (how would a child even know about that?) or arrogantly claim that everyone likes you. I wanted an option to passive-aggressively call the Overseer out on his insincerity while still being polite, making him look like a fool for antagonizing a child during their birthday party, and sucking some of the wind out of his sails.

I don't think you like me very much, but thanks for coming anyway.
Overseer: Bah! You little snot-nosed punk…
<Say nothing.>
Overseer: Oh, is that all? Bah!
  • I imagine this option as giving the Overseer an awkward, silent side-eye.

The Tunnel Snakes

During the confrontation with the Tunnel Snakes in the hallway prior to taking the G.O.A.T., I didn't like being forced to always be on the defensive, reacting to the Tunnel Snakes' bullying. I wanted a more proactive option, and since bullies only respect force, taking out the leader will often cause their lackeys to crumple.

[Unarmed] Oh my god, what the hell is that?! <Sucker punch.>
  • If your Unarmed skill is high enough (20 or higher), you can sucker punch Butch, knocking him out so that you only have to deal with Paul and Wally.


During your escape from Vault 101, when talking to the Overseer after Amata's interrogation, I didn't like how the only choices were to either murder him or leave him completely unscathed. There was no middle ground – no way to punish the Overseer without upsetting Amata. I wanted an option to make him suffer without killing him.

[Small Guns] <Shoot him in the knee.>
Overseer: Ugh! Dammit! Guards! Help me!
  • With a high enough Small Guns skill (20 or higher, and assuming you have a 10mm Pistol and ammo), you can shoot the Overseer in the knee, crippling him and saving you from having to listen to his delusional, sanctimonious drivel. This choice should also carry over to Trouble on the Homefront, where I've scripted a background helper quest to cripple the Overseer during that quest as well if you chose to shoot him here.


Following in His Footsteps

Upon arriving in Megaton for the first time, Lucas Simms force-greets you, and you waste some time establishing dominance before you can get down to business and ask about Dad. I wanted an option that would let me cut to the chase without the need for any of the macho posturing.

You know about the vault? Maybe you can help me, I'm looking for my dad. Middle-aged guy, graying hair?
Simms: Sorry, I don't have time to keep tabs on every visitor. I'd ask around town.

Be Kind to Gob

If Colin Moriarty is killed before you talk to Gob for the first time, all the dialogue options where you can be kind to Gob disappear (because his responses refer to Moriarty beating him for selling at a discount). When he expresses disbelief at you being nice to him, the only option is to act like it was a trick, and then continue to treat him like dirt. I added back in a kind response to his line, “Wait, you're not going to hit me?”

I wasn't planning on it.
Gob: Sorry, I'm just used to being treated like shit around here.
Gob: Listen… I got a discount for you. You're not half bad… for a smoothskin.
  • Choosing this option rewards good Karma and gets you a discount from Gob.

Gob's Origins

If Colin Moriarty is killed, the option to ask Gob where he's from disappears (because his response refers to Moriarty forcibly keeping him in Megaton) which means he never tells you about Carol, nor asks you to say hi for him if you ever find yourself in Underworld. I added the option back, removing the reference to Moriarty.

Where did you come from?
Gob: A Ghoul city down in D.C. called Underworld. If you ever get there, tell Carol that I said hi.
  • Choosing this option unlocks the ability to pass on Gob's message to Carol.

Scrap Metal for Walter

If you finish repairing the leaky pipes around town for Walter, he'll ask you for scrap metal and offer to buy them from you. I felt that the two available options were either overly enthusiastic (“I'll bring you whatever I can find!”) or needlessly hostile (“I'm not your errand boy.”). I wanted a more neutral option.

I'll think about it. I might need some for myself, but I'll bring you what I can spare.
Walter: Okay, well, just let me know. The more of these I get, the longer I can keep the plant going.
  • This option allows you to be helpful but noncommittal, not promising anything but you can still help out if you want.

Saving Sheriff Simms

After confronting Mr. Burke alongside Lucas Simms, it utterly shattered my suspension of disbelief that Simms had managed to survive in his position for as long as he has, being as incompetent as he is. Simms thinks his age has made him slow and thanks you for saving his life, but what kind of law-enforcement official would holster their weapon and then turn their back on a suspect that they are arresting without first a) checking them for weapons, and b) restraining them? I wanted to be able to call him out on his stupidity.

Slow? More like senile…
Simms: What?
Why would you ever turn your back on a suspect? Maybe you should just stick to mayor-ing, huh?
Simms: Not an option, I'm afraid. This here is my town. These are my people.
Simms: Just gotta be careful… And hell, I see my chances of a long life improving.
Simms: Thanks for saving my hide, there… All right?
Nothing, never mind.
Simms: Fine. You're the one that brought it up.
  • If you don't want to tell Simms how to do his job, or appear rude by questioning his authority, you can choose this option to back off.

Carol's Message for Gob

If you explore Underworld and meet Carol, she will ask you to tell Gob that she sends her love, but there is no option to actually do so if you return to Megaton. I wanted to change that.

I met Carol. She misses you, and said that she loves you and hopes you're happy.
Gob: Really? Oh, thank you, friend! Thank you so much!
Gob: I'm glad to see that there are a few worthwhile people around here.
  • Choosing this option rewards good Karma.

Rivet City

Tell Doctor Li About the Vault

The first time you approach Doctor Li asking about Dad's whereabouts, she expresses surprise that you are outside the vault, since Dad told her he left you there. I added an option to vaguely explain why you left.

Things… didn't really work out there. I don't want to get into it.
Li: I see. Well, I'm afraid your father is no longer here.

Vault 112

Rescuing Dad

After rescuing Dad from Vault 112, he chews you out for leaving the safety of the vault to come looking for him, and there's no option to explain the chaotic situation, nor inform him of Jonas' fate. The available choices either make you sound like a clingy loser or a wannabe brooding loner. I wanted to be able to present him with a reasoned, practical argument like the child of a scientist ought to be able to do.

[Intelligence] After you left, the Overseer went crazy! He killed Jonas, and tried to kill me too!
Dad: My God… I'm sorry to hear that!
Dad: Please know that I would've never put you in that position if I didn't think it was absolutely necessary.
Dad: Perhaps I should have handled things differently. I'm sorry.
  • This option requires an Intelligence of 5 or higher.
[Intelligence] Well, the Overseer was trying to kill me. Should I have just let him?
Dad: What? No, no, of course not!
Dad: I'm sorry to hear that. I wanted you to be safe.
Dad: Perhaps I should have handled things differently…
Dad: But I suppose it's too late to go back now, isn't it? We'll just have to forge on ahead.
  • This option presents a second opportunity to bring Dad up to speed about the events in Vault 101 after his departure.

Meet Dad at Rivet City

After rescuing Dad from Vault 112, he'll mention that he needs to get back to Rivet City right away and asks you to join him. Your only options are to tell him you have other things to take care of (to which he'll react as though you refused to help) or agree to be led on a leisurely walking tour of the entire Capital Wasteland. I wanted a middle option, to say you will help, but you don't have time to go right away.

I have some things to take care of first. How about I meet you there?
Dad: All right, I figure you're old enough, so I guess that's how it'll have to be.
Dad: Meet me there as soon as possible.
Dad: Be careful, son/sweetie. And good luck.
No way. This is YOUR obsession, Dad, not mine.
  • This base-game option originally said, “Dad… I'm not going with you. I have other things to take care of,” which sounds neutral, but he reacts with disappointment and implores you to change your mind as if you'd said, “No, I'm not going to help you,” so I changed the prompt to better suit the reaction.

Project Purity

Get the Fuses Right Away

When you meet up with Dad and the scientists at Project Purity, he asks for your help in fixing up the place so they can get everything up and running. Originally, after going down to the sub-basement to turn on the flood control pumps, you had to backtrack all the way up to the control room just so Dad can give you a couple fuses before having to trek all the way back down to the sub-basement to replace them. I changed it so that Dad gives you the fuses right away, before you head down the first time, so you don't have to backtrack.

The Citadel

Early Permission to Trade

Upon arriving at the Citadel, ordinarily you need to find Knight Durga in the armory and speak to her, only for her to tell you to go back to find Elder Lyons to ask for permission to trade. I wanted an option to ask about trade right away, without having to track down Elder Lyons in the maze that is the Citadel.

[Barter] I used up a lot of resources escorting Dr. Li here. Is there anywhere I can resupply?
Lyons: Considering the circumstances… So be it. I'll send word to Durga that you have full access to trade.
  • If your Barter skill is high enough (35 or higher), you can get permission to trade right away. Note that this option doesn't have a fail state because normally, Elder Lyons would grant permission anyway. The Barter check represents your character's savvy in spotting an opportunity to trade, rather than a Speech check to try and convince him to allow it.

Raven Rock

Rendezvous With Fawkes

After escaping from Raven Rock, you will encounter Fawkes outside. If you have good Karma, the game essentially forces you to take him on as a companion, and the only other option is to be rude – calling him a monster, and sending him away under a cloud of animosity. I wanted a more neutral and open-ended dismissal.

Thanks for the assist. Maybe I'll see you around?
Fawkes: Yes, I have an entire world to explore, and I must not be delayed any further!
Fawkes: Goodbye, my friend! Perhaps we may meet again.
  • If you choose this option, Fawkes will head to Underworld, where he can be found and recruited later if you wish.


Gob's Saloon

If Colin Moriarty is killed in Megaton, Gob takes over running the saloon but there is no option to tell Carol that Gob is now a business owner and doing all right for himself, which I wanted to be able to do.

He owns a bar up in Megaton. He asked me to say “hi” if I ever stopped by here.
Carol: Oh, that's wonderful news! I'm so glad! If you see him, please tell him that his mother misses him and loves him and that I hope he's happy.
Carol: But, he shouldn't come visit. It's too dangerous. No, no. He should stay put where he is.
  • Choosing this option is identical to the base-game option, but rewards good Karma.

Random Encounters

Lost Ghoul Refugees

There is a group of ghouls that you can randomly encounter in the Wasteland who were trying to make it to Underworld but couldn't get past the Super Mutants. By default, the only goodbye option was to brush them off with a, “I don't have time to deal with this,” to which they respond, “Fine, then leave. We were doing just fine without you.” This seemed unnecessarily confrontational. I wanted a kinder (or at least more neutral) goodbye.

Good luck out there.
Ghoul Refugee: Thanks.


Point Lookout

Upcoming I added an option to reject Marcella's request to steal the Krivbeknih and return it to her.

I don't think I want anything to do with this.
Marcella: Please… Please! You must bring it back to me! You can find me at my tent on the beach, south of Blackhall.

Installation for TTW

This mod is designed primarily for Fallout 3, but can be configured to work with Tale of Two Wastelands by performing a few additional steps.

  1. Extract all files to your New Vegas Data folder as normal (The same folder where FalloutNV.esm is located)
  2. Delete 'FO3 Dialogue Expansion for Role-Players.esp'
  3. Re-name the folder “sound/voice/FO3 Dialogue Expansion for Role-Players.esp” to “sound/voice/TTW Dialogue Expansion for Role-Players.esp
  4. Re-name the sub-folder “CreatureSuperMutant” to “CreatureSuperMutantDC
  5. Re-name the sub-folder “MaleGenericGhoul” to “MaleGenericGhoulDC
  6. Re-name the sub-folder “FemaleGenericGhoul” to “FemaleGenericGhoulDC
  7. Re-name the sub-folder “MaleOld01” to “MaleOld01DC
  8. Enable 'TTW Dialogue Expansion for Role-Players.esp' in your mod manager as normal
derp.txt · Last modified: 2023/08/09 10:27 by mc_tammer

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