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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, rather than the NPC pushing the conversation in a specific direction with their opening line.

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

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Gameplay dialogue

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