11-15-2007, 07:37 AM
I'd like to break into the field of conversation, both to mod parts of quests I want to make and to add ambience to locations like Areya's Palace. So I thought I'd go ahead and ask how I would go about that, step by step.
This is what I had in mind for my first conversation. It involves an Imperial Guard, a Redoran guard, a sad fellow, and the player. The sad fellow has decided to jump off the bridge that connects Reich Parkeep, and through a quest for House Redoran the player needs to talk him out of it. The conversation would start when the player gets close enough to the three NPCs.
(Sad guy): I'll do it! I swear I'll do it!
(Imperial Guard): Well you're getting off our bridge one way or the other, Dunmer.
(Redoran Guard): Shut up you s'wit, this doesn't concern you!
(Imperial Guard): Everything that goes on in Reich Parkeep concerns the Imperial Guard. Even strays who find their way out of your shanty town and cause a commotion like this troublemaker here.
(Redoran Guard): [Grr]... Come on now [sad guy's name], let's go to the Rusty Guar and have a drink instead!
(Sad guy): [Moans]
(Imperial Guard): [Directed to the player] What are you doing here?
(Redoran Guard): [Directed to the player] Do you know [sad guy's name]?
After that the conversation ends, and the player is expected to talk to the sad guy. If the player says the right things, the sad guy calms down. If he says the wrong things... well, you get the idea. I think I can mod the part I want to take place before and after the conversation through normal dialogue and the quest script, so it's just setting up the conversation I don't quite get.
This is what I had in mind for my first conversation. It involves an Imperial Guard, a Redoran guard, a sad fellow, and the player. The sad fellow has decided to jump off the bridge that connects Reich Parkeep, and through a quest for House Redoran the player needs to talk him out of it. The conversation would start when the player gets close enough to the three NPCs.
(Sad guy): I'll do it! I swear I'll do it!
(Imperial Guard): Well you're getting off our bridge one way or the other, Dunmer.
(Redoran Guard): Shut up you s'wit, this doesn't concern you!
(Imperial Guard): Everything that goes on in Reich Parkeep concerns the Imperial Guard. Even strays who find their way out of your shanty town and cause a commotion like this troublemaker here.
(Redoran Guard): [Grr]... Come on now [sad guy's name], let's go to the Rusty Guar and have a drink instead!
(Sad guy): [Moans]
(Imperial Guard): [Directed to the player] What are you doing here?
(Redoran Guard): [Directed to the player] Do you know [sad guy's name]?
After that the conversation ends, and the player is expected to talk to the sad guy. If the player says the right things, the sad guy calms down. If he says the wrong things... well, you get the idea. I think I can mod the part I want to take place before and after the conversation through normal dialogue and the quest script, so it's just setting up the conversation I don't quite get.