Yes, the Topic Text can be used as the player's dialogue. But you can also add a prompt if you have a topic text but I've only done that a couple of times. I didn't find any tutorials until after I figured out how to do most of what I do. I copied what I found in the GECK. It may be that using prompts is vastly superior and I should have been using them all along. But you don't need to use them. That's what I was trying to say. So you can find the player's dialogue at the top if it's not in the prompt.
OK, that makes a bit of sense now that I've looked at it.
I can understand the "looking at what is there and teaching yourself" -- I've done that extensively with FO3Edit/FNVEdit, but have really only touched the GECK a tiny bit for scripts, and am just starting to learn a bit more. Looking at everything from a F*Edit point of view, the GECK has been somewhat confusing for me - thus actually looking for a tutorial to help get me pointed in the right direction.
As far as using prompts, from what I'm seeing I suspect it does have some benefits -- at least in a mod I've been writing with several hundred lines of dialogue (for one NPC), it has been handy since so often the response to a particular topic is different based on different criteria - and using prompts has allowed me to change the player speech at the same time (all within one topic).
Example: response #1 being something like, "This costs 4000 caps" with a prompt of, "How much for that one?" -- response #2 being something like, "We already agreed on 3000 caps. I'm not going any lower." with a prompt of, "How much was that one again?" --- obviously with a quest variable being checked to see if a discount had already been negotiated or not. With having a lot of those sorts of situations, being able to do several under the same topic has helped keep things a bit more streamlined.
If you are trying to write big conversations there is a better way to do it now in the NVGECK. It's called the Conversation Editor, and I still haven't figured out how to create the first topic in it, but once you have a topic you can open it up there and add to it. It's vastly superior to doing it in a Quest. It's the new button under the File, Edit, World, choices in the buttons. It's at the far right. It's the right justified paragraph.
Holy cow batman!
...ok... so I have something new to really learn this weekend. Part of me wishes I'd known about this two weeks ago... but I'm really not sorry that I'm learning more of the 'nitty gritty' side of it. But this looks like it will be enormously helpful for the next couple of mods I'm going to be working on.
If there is no goodbye and no choices then the player stays in dialogue with the NPC and bounces back out to the top level topics., yes.
Gotcha. Good to know -- don't know how often that would be handy in my custom NPC mods, but certainly helps me understand what is going on with the vanilla dialogue that I want to tweak...
Oh, and you're welcome. Although it seems like you know what you're doing.
All an illusion, I promise you.
I think I first started looking at dialogue about nine or ten days ago - but I spent pretty much all of last weekend hip-deep in it. The parts that I know, all make sense - but as this exercise is proving to me, there are other ways to do things and/or other pieces of the puzzle that I have no clue about!