Dialectic Roleplay Settings
Dialectic combines live Fallout data with persistent character systems so conversations can grow across a playthrough.
NPC Profiles
Every Dialectic NPC has a profile containing fixed identity data and roleplay settings. Profiles can inherit shared rules while allowing per-character biography, voice, prompt, memory, diary, relationship, and behavior overrides.
Dynamic Profiles
Dynamic Profiles update an NPC's generated personality and background from recent events. Set the update interval in game hours through the web settings. Profiles and NPC overrides control the effective schedule and which fields may change.
The Dynamic Profile Menu hotkey can request, review, or manage profile operations in game.
Memories
Memory summaries compact older event history into durable records. Middle-term memory keeps a recent layer of summaries available between raw context and long-term memory.
Individual Memory Bank scopes recall to one NPC instead of relying only on shared global summaries.
Short-term scene memory is a profile setting that lets characters hold on to what just happened in the current scene. It is off by default, so turn it on for the profiles where you want that continuity.
Diaries
Auto Diary can write entries for nearby NPCs after sleep events, with optional wait-event support. Diary context uses its own history limit when configured and otherwise follows the normal context history setting.
Diary entries include Play and Pause controls. Dialectic generates the audio with the writer's configured NPC voice, so you can listen instead of reading.
Relationship System
Relationships track how characters view people and groups over time. A dedicated relationship connector can update those records from events without forcing the main dialogue model to perform the extra work.
A relationship timeline records how a character's view of someone changed, so you can look back across a playthrough instead of seeing only the current standing.
Never Clear Relationship Data keeps relationship records even when other playthrough data is cleared or rolled back.
With Never Clear Relationship Data enabled, relationship state from later in a playthrough can remain after you load an older save. Characters may treat you as though events that save has not reached had already happened. Leave it off if you want relationships to follow your saves.
Speaking Range And Audience
Modes decide who is meant to hear you.
- Standard uses the normal activation and spatial hearing distances.
- Close speaks to a tight circle centred on you. Every nearby participant inside that circle joins the conversation, not only the character you are looking at. The circle is smaller while you sneak, so sneaking narrows the audience to whoever is right beside you.
- Whisper stays target-only. Only the character you are speaking to receives the line, whatever else is nearby.
- Shout reaches further than normal speech.
When a Close line opens a conversation, its starting group remains the Close audience through rechat, so new bystanders are not added partway through. Normal scene, combat, and availability checks still apply.
The Toggle Modes hotkey selects the active mode in game. See Fallout Settings for the hotkeys.
Rechat
Rechat lets nearby, valid participants continue a conversation after an NPC response. Profiles own response rounds, probability, and whether actions are allowed. Global settings only choose the rechat mode and strict targeting behavior.
Spatial presence, scene changes, combat, menus, sneaking rules, interruptions, and queue state prevent stale or distant actors from continuing a conversation.
Narrator
The Narrator can recap a loaded save, speak privately when Narrator Mode is selected, inject occasional scene narration, and voice inline narration blocks according to server settings.
Narrator lines can be hidden from NPC context while still remaining available in the event history.
World Knowledge
World Knowledge stores curated Fallout lore and subject access in the database. Relevant knowledge is selected for the current NPC and added to the prompt only when the context settings permit it.
Quests And World Context
The selected active quest and current objective, worldspace, location, weather, date, time, nearby actors, nearby items, points of interest, traveling party, equipment, condition, and activity can all be included in character context.
Bored Events And RPG Comments
Bored events can start a conversation after the configured in-game timer. RPG comments react to Fallout events such as level-up, combat ending, lockpicking, sleeping, and consumable use, with cooldowns to prevent spam.
Each profile also has its own Bored Event chance from 0 to 100, default 30. It decides how often a character actually speaks up once the timer allows it, so talkative and reserved characters can share the same timer.
Director Scenes
Choose Director mode and describe the scene you want the nearby characters to perform.
- Give a direction: Name the people involved and explain what you want the scene to be about. Your direction is not spoken as normal player dialogue.
- Watch the scene: Characters speak in order and can carry out allowed actions. Enabled actions and the current scene still determine what they can do.
- Your turn: When a character addresses you, the scene hands the conversation back to you. Start and stop notices show when Director is active.
- Change course: Use the normal dialogue-stop controls when you want to interrupt.
Radio Awareness
NPCs can use the current Pip-Boy radio state as part of the scene, including supported follower radio context.
- Radio context gives characters something to react to; it does not make dialogue sharing synchronize your game.
- See Dialogue Sharing to listen to another player’s shared speech.


