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In short, if you patched the dialogueMode to have the value of "urmom" instead of "random," it would still randomize. It only does not randomize if the string is nil, or if the values are either "static" or "sequence." I thought that was pretty interesting.
Say your crewmember's a human. By default, there's no "dialogMode" entry in crewmember.npctype, so every time they're made to stop following, they'll pick only one line from the default part of the "unfollow" section in that file and use it every single time:
"I'll just wait here.",
"I'll stay here. Come back when you need me, captain!",
"I'll stay here for now, captain.",
"Do you need me to stay here?",
"I'll stay here for now, then.",
"I'll stay here."
Adding "dialogMode":"random" to crewmember.npctype makes every type that uses this file as a base instead pick a random line from that lot when told to stay put.
The "follow" lines of course will still only be said when you get them to follow you, don't worry. If it didn't work like that, I'd never have put this up.