Overhauls Cass' vanilla dialogue tree via editing conditions, top level, priority and scripts to make her in-line with how other companions' dialogue trees function.
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File credits
Credit to Yukichigai for YUP. Some of the fixes in vCassDialogue from YUP have been forwarded in this mod, such as condition and typo fixes. These are the only changes from YUP included. Please visit https://www.nexusmods.com/newvegas/mods/51664 or https://www.nexusmods.com/newvegas/users/2259485 and give them a smiley ball for their work.
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Changelogs
Version 1.1e
Fixed the wrong dialogue appearing when having gone to get whiskey, and then returned (apparently the whiskey challenge really hates me)
I figured out why scripts were sometimes vanishing. Turns out if you change the priority of a topic in GECK, the scripts are removed. Weird stuff. Fixed that for the last time.
Version 1.1d
Moved Cass' dialogue about checking out her first caravan up the GREETING list, above her low karma warnings, to improve the flow of dialogue. (the dialogue suggests it should be the first thing she talks about after leaving the outpost--something that should have priority over the low karma warnings, else she says those first)
Removed Top Level from 'Ill get a dozen bottles of whiskey and be right back' as it isnt needed.
Added a getobjectivecompleted condition to telling Cass you cleared the roads for Jackson and telling Cass you have enough whiskey bottles for the whiskey challenge, so that they can only appear before buying the caravan, due to these dialogues now being Top Level.
Fixed a script to remove Whiskey from the player when the whiskey challenge is started. Set all 12 Whiskey bottles to be removed at the start of the challenge, as if they were laid out on the bar counter for the challenge.
Version 1.1c
I'm so sorry for updating the mod again in such a short period of time, but I noticed script to add the Whiskey Challenge note was missing in xedit and I had to update the mod again to fix it. I don't know how this happened again. Sorry about that. I updated FNVedit to the latest version so hopefully that doesn't happen again.
Version 1.1b
Fixed an issue in which passing the truth Speech check in Cass' second low karma warning followed up into the fail dialogue
Version 1.1
Added some priority updates that were missing
Added a back button to asking Cass 'you can come with me' (as without it, there's no button to not recruit her)
Fixed Cass' low karma 'leave the party' threats not occuring by changing the 'target' condition to a 'ref' condition pointed at the player's ref
Set the first 'leave the party' threat to only occur when Cass is hired, so you can hire her at least once if you want to take her to the Van Graffs whilst already having low karma
Version 1.0
Cleaned the entire mod in xedit properly, removing every single master other than FalloutNV.esm
Version 0.3
Fixed typo "nevermind" to "never mind." (oops)
Fixed missing 'ask more questions' and CompanionGoodbye after talking about Whiskey
Changed 'so...maize...' moonshine dialogue to link to the backbutton, instead of CompanionGoodbye
Added top level and priority to turning in evidence to Cass against the Van Graffs and Crimson Caravan
Set her GREETING dialogue asking about getting evidence to only trigger once
Set asking Cass 'why' she is uncomfortable in the Lucky 38 to only trigger once (the GREETING associated still triggers)
(likely some more things I forgot)
Version 0.2
I think my xedit didn't save properly because some dialogues within the Whiskey Challenge branch lost their scripts so I fixed that
It's always bothered me how Cass' dialogue tree is.
By default and unlike all other companions (or NPCs), most of Cass' dialogue starts within the question branch, various unwanted dialogues appear due to the use of the 'add topic' function, many of Cass' non-question and reaction dialogue ends into 'ask more questions' when other companions don't do this, and (unless you use YUP), you cant talk to her about topics on the companion wheel. All these are caused by Cass' dialogue tree being a mess, and her not using 'Top Level' as her baseline dialogue as most (if not all) of her GREETING dialogues are their own individual branches, even if the dialogue is exactly the same in all those branches. This makes her entire dialogue tree a near nightmare to mod and navigate. This quirk is unique to Cass as all other companions and most other NPCs use 'Top Level' dialogue as expected.
If you have ever wanted to add dialogue to Cass with another mod as Top Level (which helps with compatibility), it would never appear unless you edited all her GREETING dialogues to include your topics. As I was making a mod for all companions which is using Top Level, I learnt this quirk and enough is enough.
This mod edits a large chunk of Cass' dialogue topics within vDialogueCass to make her dialogue trees flow more like the other NPCs in the game. Furthermore, this means all companion commands from VNPCFollowers can be accessed by simply talking to her instead of having to rely on the companion wheel to do certain actions. Any mod that uses Top Level to add dialogue to Cass will now appear. You will now have to ask Cass about questions to actually display her questions, quest related dialogues will appear outside of the questions branch, and finally, all instances of Cass' dialogue using 'add topic' have been purged and accounted for to not clutter the choice tab with multiple variations of 'I have some questions.'
Basically, this mod bandaid fixes Cass' dialogue tree.
If there is a mistake, bug, or missing edit within this mod, please let me know in the Posts or Bugs section.
Compatibility: This mod is most likely not compatible with any other mod that tweaks Cass' vanilla dialogue within the quest vDialogueCass, unless patched. This mod is compatible with New Vegas without any DLCs, and with DLCs, and requires no other mods to function. This mod is compatible with JIP Companions Command and Control -- this mod does not change anything within VNPCFollowers. This mod is compatible with any mods that edit Cass' NPC record or appearance -- this mod does not change anything within RoseOfSharonCassidy. This mod is compatible with YUP. It forwards changes in vDialogueCass that were added in YUP so it is compatible without needing a patch. Load it after YUP. This mod is mostly compatible with TTW. I made the mod for and tested it with TTW installed, but it does have one conflict. The TTW Speech Bobblehead is implimented by adding conditions to all companions' karma events, and/or adding new topics which happen when the bobblehead is acquired (for FO3). The karma warnings for Cass in this mod do not have the TTW SpeechBobblehead condition so even with the TTW Speech Bobblehead, Cass will still get angry at you for having low karma and threaten to leave. This is something I can create a 'TTW version' for, if desired. Personally I don't actually like this bobblehead perk and I usually use console to remove the perk after getting it so I completely forgot to consider it when making this mod. Apologies.
Note: I use MO2. If you have any questions about Vortex or other mod managers, I can't help you.