When I want a delay on a conversation line I use the lipflappers set to whatever length of time I want on the sound node of a conversation line. I put the conversation line on an npc and use a camera to show what I want for that length of time.
So long as the npc isn’t in the cutscene it doesn’t matter because nobody sees the lips move and the camera keeps rolling elsewhere for the lip flappers duration.
eg. two npcs have a fight, I know where they are, know that one will be dead in five seconds when it happens, I put a camera on the fight area, lip flap an npc away from the fight for seven seconds, start the fight on the conversation line with the camera and you have seven seconds of filming a fight. Fine, no problem, it works.
Here’s the problem… I want to have three companions say nothing for a couple of seconds and be filmed one by one, I don’t know exactly where they’re standing so can’t use a camera or lip flappers on another person because I’m letting the game find them for filming. No point setting a camera to film a bush saying nothing because the companion’s way back down the path. Setting their locations with waypoints is a bit tricky too because it doesn’t always work.
So is there a sound that makes no sound that I could use as I can’t find one ? Or any way to delay the conversation from moving to the next line other than putting a big line of dots so it reads that automatically as about two seconds and then continues to the next companion ?