Difference between revisions of "User:Thingy Person"

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(Dialogue Branches)
(Dialogue Branches)
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By default, when the Player initiates dialogue with an NPC, the subsequent dialogue menu will be a collection of separate Dialogue Branches that were written for this NPC, each option being its own Branch. In order for a Branch to appear in this way, it must be of a specific type, namely a '''Top-Level Branch'''.
 
By default, when the Player initiates dialogue with an NPC, the subsequent dialogue menu will be a collection of separate Dialogue Branches that were written for this NPC, each option being its own Branch. In order for a Branch to appear in this way, it must be of a specific type, namely a '''Top-Level Branch'''.
  
A characteristic of Top-Level Branches is that they begin with a dialogue option by the Player, and not a line from the NPC. This allows many Branches from many different sources to be available side-by-side, rather than the NPC pushing the conversation in a specific direction with their opening line.
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A characteristic of Top-Level Branches is that they begin with a dialogue option by the Player, and not a line from the NPC. This allows many Branches from many different sources to be available side-by-side, without the NPC pushing the conversation in a specific direction with their opening line.
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Here is a hypothetical NPC document. Player dialogue options are in '''bold'''. Each top-level entry is the beginning of a Top-Level Branch. In this example, the Branches represent typical subjects that a player might inquire into in non-quest related dialogue.
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# '''How long have you been working here?'''
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## I've been working these mines ever since the Forebears set foot in this place!
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## Back then, this place was a frontier. Well, in some ways, it still is.
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# '''Do you have any family?'''
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## Yeah, a daughter, back home in Stoudholm. Better keep her far away from a place like this.
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### '''Does your daughter live alone?'''
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#### My mom and pop look after her. She's too young to be by herself.
  
 
= Greetings and Goodbyes =
 
= Greetings and Goodbyes =

Revision as of 15:56, 25 April 2021

WIP Article: Dialogue Systems for Writers


Dialogue Branches

A large portion of dialogue that NPCs have in Skyrim occurs during conversation with the Player and is largely accessed through the dialogue menu. This is known as Player Dialogue, and dialogue of this kind is structured in Branches.

By default, when the Player initiates dialogue with an NPC, the subsequent dialogue menu will be a collection of separate Dialogue Branches that were written for this NPC, each option being its own Branch. In order for a Branch to appear in this way, it must be of a specific type, namely a Top-Level Branch.

A characteristic of Top-Level Branches is that they begin with a dialogue option by the Player, and not a line from the NPC. This allows many Branches from many different sources to be available side-by-side, without the NPC pushing the conversation in a specific direction with their opening line.

Here is a hypothetical NPC document. Player dialogue options are in bold. Each top-level entry is the beginning of a Top-Level Branch. In this example, the Branches represent typical subjects that a player might inquire into in non-quest related dialogue.

  1. How long have you been working here?
    1. I've been working these mines ever since the Forebears set foot in this place!
    2. Back then, this place was a frontier. Well, in some ways, it still is.
  2. Do you have any family?
    1. Yeah, a daughter, back home in Stoudholm. Better keep her far away from a place like this.
      1. Does your daughter live alone?
        1. My mom and pop look after her. She's too young to be by herself.

Greetings and Goodbyes

Their random nature. Some NPCs have only greetings. Example from Nazeem.


Blocking Branches and Forcegreets

Examples from Idolaf Battle-Born and Maul


Walkaways

Example from Maul


Scenes

Random conversations vs major establishers


Notes on generic dialogue

?


Gameplay dialogue

Barter, rent room, trainers, rumors and why not to be too creative with them