I am working on a Game Master adventure which includes custom NPCs with dialog. By default, dialog is only displayed/interacted with by a single character which is unfortunate in a four-player experience. The other characters can listen in on the dialog but cannot influence it.

I did just learn about DualDialogs however, which I expected to be the answer to my problem. By examining a few of the base game use cases (CapturedDog and WithermoorSoulJar in FortJoy), I was able to determine what appears to be the appropriate steps for setting up a DualDialog correctly.

Everything works correctly [i]except[/i] the other players do no get a chance to choose their own dialog response - the game chooses for them randomly from among the available selections, even with real human players controlling the party characters.

Which brings me to my questions:
1. Is that the way DualDialog is intended to work, where the players don't get to actually vote for their preferred response? I have not attempted to test one of the base game DualDialogs because of the required time getting a group of players to an available option.
- or -
2. Is this feature not supported (or bugged) in Game Master mode?
- or -
3. Is there some obscure step to setting up the DualDialog tree that I'm missing that is causing this to break? I will include my detailed notes for the process I'm using below. Again the entire flow works as I expect it to [i]except [/i]for the human players actually being allowed to make a choice (it is selected for them)

- Create a normal dialog file with whatever series of question/answer nodes eventually leading to your DualDialog node
-- Create a second dialog file with empty greeting and one question per possible choice
-- This dialog should be of type "PvP Dialog"
-- This dialog should have four speakers, each one set to GROUP_Players. I'm unclear on if this part is required since these other speakers are not used anywhere, but the base game dialogs do this.
-- Each Question should set a CHARACTER flag that signifies the choice selected
--- These should follow the format "FixedAChosen", FixedBChosen"..."FixedEChosen" for up to five options
- In Story script for your level, add sub story for the dialog if you don't already have a sub story appropriate for use
- Call Proc_RegisterPartyDecisionDialogOutcomes_Fixed(dialogName, choice1, choice2, choice3, choice4, choice5)
-- choice1 - choice5 should be string tags that you want to later check against in the original dialog tree OR they should be empty strings, the count should match the number of selectable response nodes the player is given
- In the original dialog, create answer nodes that check the flags that match the available choices (these will be CHARACTER flags on GROUP_Players) and proceed as normal with the rest of your dialog

Thanks for any assistance.