Dialog among members of a faction is easiest set up with a quest that the player doesn't get involved in. They don't contribute to your journal, or have stages, just LOTS of topics and conversations
Yes, I have a single, separate quest for all of my dialog, although there is no conversation, just topics, because I'm not doing any vocals this time around. As for the journal - Id rather have a constant running commentary that a list of completed - after all the mod is really a single quest so it makes sense that there would be a progression to an end. Of course if I add any side quests to the NPC's in the city, they will appear as separate because they will have no bearing on the main quest.
It's often convenient to be able to delay when a script starts running, or stop it completely, and the commands you have available are StartQuest and StopQuest, rather than StartScript etc.
The only experience Iv had with StopQuest is in smaller mods that I made as experiments. Could you explain a little of the mechanics behind using both commands, for example, why would I stop the quest, and if I did so and then re-started it, would it continue from where I stopped it?
Also, another question to anyone:
I read early on that when playing with the AI its important to start a new game each time, because the AI can get caught up with the save game. Does the same apply to quests?
Example: I play the game and complete the first 3 sections of the quest then save. If I DO NOT edit or change any of the three quests I have played OR their results, but I DO edit sections 4 (onwards), do I need to start again, or can I load the save game and continue from there?
Thanks for the input guys
MVK