When your Speechcraft is low, your chance to produce a “positive” outcome (not necessarily a “good” outcome, as evil may be your desired intent) from your selection is lowered. This could even be enhanced by the actual text of the dialogue options you have being more appealing in their writing the higher your speechcraft becomes.
Your Speechcraft is 10 = If you pick an option intended to smooth things over, it probably won’t. If you pick a threatening option, you likely won’t intimidate. If you pick a more colorful insane option, the results will be either good or bad, but not by much. The text of your statements reflects this because the text options make you sound like an idiot.
Your Speechcraft is 90 = If you pick an option intended to smooth things over, it probably will. If you pick a threatening option, you’re more likely to intimidate. If you pick a more colorful insane option, the results are likely to vary wildly in their effectiveness and desired outcome. The text of your statements reflects this because the options reflect a refined and eloquent style of speech.
The examples below, I hope, will illustrate the way this would work in game, rather than a technical discussion of how to program it. (*disclaimer, I don’t claim to be a great writer, nor these to be well written options, but are only for the purpose of example).
A Noble asks you, “By what right do you enter my home? Why are you here?”
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Your speechcraft is 10:
1. “Uh, nothing… uh… Yer Higness.” (“Good”)
2. “Jerk!” (“Evil”)
3. “… this .. isn’t the tavern?” (“Insane”)
4. “…” (Silence should always be an option)
Your speechcraft is 90:
1. “I seem to have the wrong address. Please, forgive my intrusion.” (“Good”)
2. “I shall do as I please, and you shall stay out of my way!” (“Evil”)
3. “What a curious creature… Why do YOU stay in your home? Care to give me the grand tour?” (“Insane”)
4. “…” (Silence should always be an option)
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These would be the option types available to you “in a vacuum” where your only skill was Speechcraft, and you hadn’t done any other actions or selected any other dialogue in the past. To add more depth though, more options could become available to you based on what you have done and said before.
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Your Speechcraft is 10. You have also murdered several people, and committed numerous acts of theft.
1. “Uh...” (Closest thing to “Good” available)
2. “Jerk!” (“Evil”)
3. “Give me your things!” (“Evil” with a perk as a murderer and thief)
4. “Blood... blood…” (“Insane” with a perk for being a murderer)
5. “…”
Your Speechcraft is 90. You have also murdered several people, and committed numerous acts of theft.
1. “I seem to have the wrong address. Please, forgive my intrusion.” (“Good” is still an option because your Speechcraft is high enough to let you pretend you’re different from your nature).
2. “I shall do as I please, and you shall stay out of my way!” (“Evil”)
3. “You will relinquish your valuables to me or suffer the consequence of my wrath!” (“Evil with a perk for being a theif and murderer)
4. “I will use your entrails to paint a mural to the glory of Sithis!” (“Insane” with a perk for being a murderer).
5. “…”
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You would also get new and more proficient statements for your various skills in Combat/Magic/Stealth such that for example you will have more pertinent things to say to a character talking about magic with you if you have high skills in magic than if you have low ones, regardless of your Speechcraft skill. You could also get more things and better things to say about religion and lore if you have read more books and if you have done chapel and/or daedric quests. Etc.
The NPC responses to all of this wouldn’t be unique dialogue, but whatever the normal dialogue would have been in that situation for that NPC, but the way you speak will be the way you modify their disposition instead of the old ways to modify this value. In addition, the NPCs should all have their own personalities flagged for what kind of person they are, so that they like and dislike different types of conversation. They should also have an additional parameter for if they fear you or not, so that even if they don’t like you, this value is calculated alongside and separately from disposition to determine if they are intimidated by you or not.
Any thoughts or additions? No voice acting has to be done because its only the voiced files already present that are used to respond to whatever the PC says, and the PC “says” things by selecting from text options. It would take a lot of writing these options and designing a new script system to identify all of these variables and react accordingly. Even if the devs don’t do something like this, how likely could something like this be implemented by mods?