Hello everyone, for those of you that played my recent first mod, http://www.nexusmods.com/morrowind/mods/44336/?, and found my hidden Thank You note, you read that I would be working on a dialogue project, and as I worked on it I mentioned it a couple times on the nexus (not that anyone noticed or cared lol) so now that I'm almost done (60% so using "almost" very loosely) with Seyda Neen I think it's enough into development to justify a WIP thread.
So what's the mod? First, let's take a look at Fallout's dialogue system, no not just the Bethesda and Obsidian ones I'm specifically talking about Fallout 1 and 2's dialogue, not the dialogue itself but the system and how it made the games rpgs, it used a great choice/option system, giving the player the choice of being nice, a [censored], caring, or just wanting that buck, back in the 90's. Fallout 3 was the second RPG I ever played, and I didn't touch the older Fallouts till a year ago, but when I did I was reminded what makes a game immersive (although I beat the first one, my saves and I mean all of them, my saves on the second one were corrupted so I'm taking a very long break), and I am very influenced by the games' dialogue, both the words and the system.
After playing them and going back to Morrowind, the very first RPG I played and still my favorite, I noticed how unimmersive the topic styled system was for dialogue, you're missing out on parts of the conversation by just clicking on a word and having the npc react to you clicking that word, that's not a conversation at all. Everyone knows this, everyone who has made a quest mod specifically knows this as they use the choice system (almost everyone) and not the topic system.
As great as it makes quest mods, the choice system has not been used to improve the base game in large scale. That's what this mod does, it's what it is, it makes as much vanilla npcs as possible use the choice system before the player has to use the topics to get the info he/she needs.
Ex. You want to know where the local bar is. Maybe where to buy a sword too. What you'd do in vanilla is after activating a npc you'd scroll through the topics and click on "Specific place" or "Someone in particular", and then you'd read through walls of text trying to find where you're getting that flin, or sujamma, or cyrodillic brandy if you wanna start a barfight. With the mod, you speak to the npc, and instead of having to scroll through topics and walls of texts, you look at the choices available that are attached to the npc's greeting, "Where can I get some gear", "Do you know where the temple is", "Where can I get some food, or a drink". Bingo, you click on the choice and the npc tells you in a lorefriendly and realistic fashion (not the wall of texts).
"But EK, what if I want to access the topics to do quest mods that use topics?" There will be a "*Topics*" choice allowing you to access the topics at any time, the mod doesn't get rid of the topics.
Obviously this mod is going to take FOREVER (I have senior year of High School in two months) for me to finish, that is why I'm developing in phases. The phases are:
1. Civillians in towns and villages
2. Civillians in cities
3. Faction quests
4. Side quests
5. Main Quest
6. DLC's (if I'm not crazy by then)
I am releasing a BETA on the nexus when I finish Seyda Neen (I'm aiming for end of July) where I will constantly update it as I make progress towards the end.
It will probably be ultimately incompatible with LGNPC, I don't 100% know how that mod works though so some parts could be compatible.
Thanks for reading what sounds like a very awkward sales pitch if you read it out loud (go ahead and say the words.)
Enjoy your summer.