Editing Arcane University:Dialogue Systems for Writers
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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 | + | 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, | + | 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. | + | :::: '''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. |