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1.2.1. is an appropriate response to the Player declining the quest. However, the Player can also "decline" by just canceling out of dialogue, at which point a Farewell will be spoken, which might be completely inappropriate.
 
1.2.1. is an appropriate response to the Player declining the quest. However, the Player can also "decline" by just canceling out of dialogue, at which point a Farewell will be spoken, which might be completely inappropriate.
  
: NPC: "Please, adventurer, I beg of you, save my children! They must be terrified in that cave!"
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: "Please, adventurer, I beg of you, save my children! They must be terrified in that cave!" (Player exits out of dialogue) "Stop by again any time, friend!"
: (Player exits out of dialogue)
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: NPC: "Stop by again any time, friend!"
+
  
 
Thankfully, whenever there are dialogue choices, one of the options can be designated as '''Walk Away''' and will be spoken instead of a Farewell if the Player exits out of dialogue at that point. Usually, the implementer's own executive acumen should suffice to identify and apply such decisions, so that the writer doesn't have to prescribe Walk Away dialogue in every instance. Here, it goes without saying that 1.2.1. should be marked as Walk Away.
 
Thankfully, whenever there are dialogue choices, one of the options can be designated as '''Walk Away''' and will be spoken instead of a Farewell if the Player exits out of dialogue at that point. Usually, the implementer's own executive acumen should suffice to identify and apply such decisions, so that the writer doesn't have to prescribe Walk Away dialogue in every instance. Here, it goes without saying that 1.2.1. should be marked as Walk Away.
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:::: '''Implementer's note''': (walk away) is just an arbitrary label, and must not be taken to mean an explicit (walk away) dialogue option that can be selected. Such a line should be implemented by linking to it as a topic, selecting it as the Walk Away line, and checking the "Walk Away invisible in menu" box.
 
:::: '''Implementer's note''': (walk away) is just an arbitrary label, and must not be taken to mean an explicit (walk away) dialogue option that can be selected. Such a line should be implemented by linking to it as a topic, selecting it as the Walk Away line, and checking the "Walk Away invisible in menu" box.
  
One hidden danger caused by the Player being able to cancel out of dialogue is that it can lead to exploits. Ordinarily, if the Player quits out of important quest dialogue without a Walk Away line being specified, they must simply talk to the NPC again and run through the dialogue from the beginning again, which is immersion-breaking but functional (and it's their own fault for exiting dialogue anyway).
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One hidden danger with the Walk Away system is that it can lead to exploits. Ordinarily, if the Player quits out of important quest dialogue without a Walk Away line being specified, they must simply talk to the NPC again and run through the dialogue from the beginning again, which is immersion-breaking but functional (and it's their own fault for exiting dialogue anyway).
  
 
However, an exploit can occur if the Player receives a reward without the Quest advancing at the same time. Consider this example, where the Player turns in a quest, and receives the next quest in the same conversation:
 
However, an exploit can occur if the Player receives a reward without the Quest advancing at the same time. Consider this example, where the Player turns in a quest, and receives the next quest in the same conversation:
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:::: 1.1.1.2. Vanquishing this fell beast is the next step in your trials. '''(advance to next stage)'''
 
:::: 1.1.1.2. Vanquishing this fell beast is the next step in your trials. '''(advance to next stage)'''
  
If the player cancels out at 1.1.1., then they may be able to re-enter dialogue and select 1. again, and receive another 1000 gold, over and over.
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If the player cancels out at 1.1.1., then they may be able to re-enter dialogue and select 1. again, and receive another 1000 gold, over and over. One way to mitigate this would be to mark 1.1.1.1. as Walk Away dialogue, forcing the questline to continue no matter what, but this line is phrased as a direct reply to 1.1.1., and would be a non sequitur if spoken as a Walk Away. Thus, it might be a good idea to provide a custom written Walk Away line.
  
There are several possible remedies. One way to mitigate this would be to mark 1.1.1.1. as Walk Away dialogue, forcing the questline to continue no matter what, but this line is phrased as a direct reply to 1.1.1., and would be a non sequitur if spoken as a Walk Away. Thus, it might be a good idea to provide a custom written Walk Away line. In this particular example, the most sensible solution is probably to end the dialogue branch at 1.1., change 1.1.1. to a Top-Level Branch, and have it be unlocked by 1.1. That said, custom Walk Away lines can sometimes be convenient solutions and implementers should feel encouraged to identify and suggest such lines where appropriate, as it is easy to forget that this feature exists in the first place.
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: 1. '''I have slain the Gryphon of Evermore.'''
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:: 1.1. Amazing, my friend! Here is your reward. That is, the riches. The fame is not ours to bestow. '''(receive 1000 gold)'''
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::: 1.1.1. '''Do you have any other marks in need of slaying?'''
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:::: 1.1.1.1. As a matter of fact, yes! The King has put out a bounty for the Werehare of Dunlain.
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:::: 1.1.1.2. Vanquishing this fell beast is the next step in your trials. '''(advance to next stage)'''
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::: 1.1.2. '''''(walk away)'''''
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:::: 1.1.2.1. Your next trial is to vanquish the Werehare of Dunlain, a truly fell beast indeed. '''(advance to next stage)'''
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Implementers should be encouraged to identify and suggest such lines where appropriate, as it is easy to forget that this feature exists in the first place.
  
 
= Services Dialogue =
 
= Services Dialogue =
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:: 2.2. Somewhere along the way, I started experimenting with axes, and haven't looked back ever since.
 
:: 2.2. Somewhere along the way, I started experimenting with axes, and haven't looked back ever since.
  
The reason for this is because the barter dialogue is no longer a Top-Level Branch. On the other hand, if it is kept as Top-Level, then it is actually quite easy to vary the dialogue option:
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The reason this example is so bad is because the barter dialogue is no longer a Top-Level Branch. On the other hand, if it is kept as Top-Level, then it is actually quite easy to vary the dialogue option:
  
 
: 1. '''Can I buy some of your axes?'''
 
: 1. '''Can I buy some of your axes?'''
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:: 2.2. Somewhere along the way, I started experimenting with axes, and haven't looked back ever since.
 
:: 2.2. Somewhere along the way, I started experimenting with axes, and haven't looked back ever since.
  
However, take caution with this, as the default line ("What have you got for sale?") is an established gameplay convention in vanilla, and players will look for this line if they want to sell something. This is equally true for innkeeper rent room dialogue ("I'd like to rent a room. (<Global=RoomCost> gold)"). For trainer dialogue, there are some minor variations in phrasing for the different skills, but not much ("I'd like training in Alchemy", "I'd like to train in One-Handed weapons", "Can you teach me about Conjuration?" and so on). See [https://en.uesp.net/wiki/Skyrim:Generic_Dialogue#Requesting_training UESP for the complete list].
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However, you ''must not'' do this, because the default line ("What have you got for sale?") is an established gameplay convention, analogous to the barter button in Oblivion, but in the form of a dialogue line. Changing this line obfuscates the fact that a barter menu will appear, and creates an inconsistency with regard to Skyrim. There is a reason this line was never varied in Vanilla: the player has been trained to look for this line, and as long as it is retained, they will know at a glance whether they are able to barter with an NPC or not. This is equally true for innkeeper rent room dialogue ("I'd like to rent a room. (<Global=RoomCost> gold)"). For trainer dialogue, there are some minor variations in phrasing for the different skills, but not much ("I'd like training in Alchemy", "I'd like to train in One-Handed weapons", "Can you teach me about Conjuration?" and so on). See [https://en.uesp.net/wiki/Skyrim:Generic_Dialogue#Requesting_training UESP for the complete list].
  
:::: '''Implementer's note''': Custom responses for Services Dialogue should be implemented as TopicInfos in the same stack as the Generic Dialogue, but near the top, so that it takes precedence. The displayed dialogue option can be controlled with the Prompt field. Be sure to duplicate any relevant conditions (GetOffersServicesNow for barter, faction membership for trainers, etc) and add whichever conditions are needed to narrow it down to your NPC and the appropriate circumstances.
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:::: '''Implementer's note''': Custom responses for Services Dialogue should be implemented as TopicInfos in the same stack as the Generic Dialogue, but near the top, so that it takes precedence. The displayed dialogue option can be controlled with the Prompt field, which should only be used for trainer dialogue. Be sure to duplicate any relevant conditions (GetOffersServicesNow for barter, faction membership for trainers, etc) and add whichever conditions are needed to narrow it down to your NPC and the appropriate circumstances.
  
 
Don't feel pressured to write unique Services dialogue for every single NPC that can have it. That would make the actual generic dialogue rather pointless. If no custom lines are written, then it should suffice to mention in the NPC document which services the NPC will offer and when, without having to add the dialogue line to the tree explicitly; the implementer will then add the NPC to the appropriate factions, which will enable the appropriate generic dialogue.
 
Don't feel pressured to write unique Services dialogue for every single NPC that can have it. That would make the actual generic dialogue rather pointless. If no custom lines are written, then it should suffice to mention in the NPC document which services the NPC will offer and when, without having to add the dialogue line to the tree explicitly; the implementer will then add the NPC to the appropriate factions, which will enable the appropriate generic dialogue.

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