Dialogue Guidelines

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Rakanishu
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Dialogue Guidelines

Post by Rakanishu »

(to be updated)

Consult the SHOTN dialogue big board: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Important: https://www.tamriel-rebuilt.org/forum/l ... s-examined
(Include "local area" & "local economy", ignore "local shops" & "Morrowind lore")

Settlement with two or more named exterior cells (Karthwasten):
Spoiler
- "Greeting 7" entries for all important NoLore NPCs
- "Greeting 9" entries:
  • Three or more entries (50 disposition, TalkedToPC = 1)
  • Four or more entries (50 disposition)
  • Three or more entries (0 disposition, TalkedToPC = 1)
  • Four or more entries (0 disposition)
- "background" entries for all important NoLore NPCs
- "my trade" entries for all important NoLore NPCs (where appropriate)
- "latest rumors" entries:
  • Two (preferably three) or more misc. entries
  • Introductory + follow-up entries for quest hooks that make sense (don't cover every possible quest here)
- An entry for everything listed on the "'little topics' examined" page
  • Three or more "little advice" entries
  • Three or more "little secret" entries
Settlement with one named exterior cell (Haimtir, Karthgad):
Spoiler
- "Greeting 7" entries for all important NoLore NPCs
- "Greeting 9" entries:
  • Two or more entries (50 disposition, TalkedToPC = 1)
  • Three or more entries (50 disposition)
  • Two or more entries (0 disposition, TalkedToPC = 1)
  • Three or more entries (0 disposition)
- "background" entries for all important NoLore NPCs
- "my trade" entries for all important NoLore NPCs (where appropriate)
- Two or more entries for "latest rumors"
- An entry for everything listed on the "'little topics' examined" page
  • Two or more "little advice" entries
  • Two or more "little secret" entries
Small settlement/camp with one named exterior cell (most Orc camps and Reachman settlements):
Spoiler
- "Greeting 7" entries for all important NoLore NPCs
- "background" entries for all important NoLore NPCs
- "my trade" entries for all important NoLore NPCs (where appropriate)
- Three or more "Greeting 9" (0 disposition, Random100)
Small settlement/camp/POI with zero named exterior cells (bandit camps, ruins):
Spoiler
- Greeting 7 entries if you feel like it
- "background" and "my trade" for any NPC that gets a unique G7 entry
- No Greeting 9 entries
Assorted Tips:
- Do not save your ESP after running "Error Check Results" in the dialogue window! The command screws up various global variables for some reason. Run it, take note of the reported non-vanilla errors, then reload your esp without saving.

- Add new dialogue entries immediately below the appropriate "BEGIN <placeholder>" entry

- Be careful when copying dialogue from anything other than a txt file; apostrophes and other characters will be incorrect when pasted into the CS. You can replace-all the following characters:
  • Incorrect: ’
  • Correct: '
- Try to keep the number of dialogue conditions to a minimum to prevent dialogue lag

- If you have multiple randomized entries, then condition them like this:
  • A is for apple (Global Random100 >= 66)
  • B is for bounty (Global Random100 >= 33)
  • C is for cheesewheel (no Random100 filter since whatever isn't caught above will fire here)
- Province-wide or cell-filtered dialogue that's also filtered for a T_Sky_ class or faction does not need the "Local Sky_Hold" condition. It probably still needs "Not Local Sky_NoLore = 0"

- Use "[Conan sighs.]" instead of "*Conan sighs*" if emoting. Remember to include a period at the end of the emote. If numerous NPCs will have the same emotive dialogue entry (not recommended), then the emote can be shortened to "[Sighs.]"

- Reachmen only speak in active voice and avoid contractions. You might need to make variants of the entries required above that follow Reachman structure (placed immediately above corresponding entry and filtered for race T_Sky_Reachman)

- Use "My name is %Name..." or "I'm a %Class..." instead of "My name is Conan" or "I'm a Barbarian". If the NPC's name or class is changed at some point, then their dialogue will automatically reflect the new information

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