[IDEA] Talk to me!

Post » Thu Mar 11, 2010 2:57 am

Please change the name. I have a mod named Talk to Me!

http://www.tesnexus.com/downloads/file.php?id=23334

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7374

However, this mod sounds cool. :)

:rolleyes:

How about "Precocious NPCs"?
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Eileen Müller
 
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Post » Thu Mar 11, 2010 1:33 pm

:rolleyes:

How about "Precocious NPCs"?


Or it could be "Talk to Me!". Or something similar.
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patricia kris
 
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Post » Thu Mar 11, 2010 11:59 am

"Speak to Me"

"NPC Initiated Intercourse"

"NPC Advanced Dialog System" (NADS) :embarrass:

"Global Open Speech System and Interrogatory Plugin" (GOSSIP) B)
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Steve Bates
 
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Post » Thu Mar 11, 2010 12:20 pm

"Speak to Me"

"NPC Initiated Intercourse"

"NPC Advanced Dialog System" (NADS) :embarrass:

"Global Open Speech System and Interrogatory Plugin" (GOSSIP) B)

2 and 3 are funny (:P), and 4 is quite clever! :goodjob:
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David Chambers
 
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Post » Thu Mar 11, 2010 3:41 am

I like 4. Long and short. 1 is good too.

As for 2.... That's a whole 'nother kind of mod. Which gives me an idea...
After this whole thing is done, perhaps there should be an.... advlt addon? Something of an extension to the various other mods, but where NPCs approach you.
Anyways, enough of those awful ideas, let's get this to work firstlys. :P
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Marine x
 
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Post » Thu Mar 11, 2010 4:45 pm

I like 4. Long and short. 1 is good too.

As for 2.... That's a whole 'nother kind of mod. Which gives me an idea...
After this whole thing is done, perhaps there should be an.... advlt addon? Something of an extension to the various other mods, but where NPCs approach you.
Anyways, enough of those awful ideas, let's get this to work firstlys. :P


Prostitution? :bigsmile:
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Tarka
 
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Post » Thu Mar 11, 2010 7:15 am

Oh wow, this is great!

GOSSIP is a cool name for a very cool concept :)

I guess healer npc could offer healing for free if they really like you/same race/same faction, but otherwise, they'd still offer their service for a price, after all it would be silly to miss an opportunity for business ;)
Paupers could come and ask for a coin and then have some extra rumours to share maybe.
I also like that npc could ask for services depending on your skills.

So basically, I can't wait for this to be released :)
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Mel E
 
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Post » Thu Mar 11, 2010 5:55 am

i just had a slightly amusing idea, for this.... well here it goes. if a NPC walks up to you and asks you a question about something i think the player should at the least get three options of a response depending on the charactor alignment. Example ......... little tired so dialogue wont be great

NPC: Excuse me traveller, it seems i have found myself lost, could you point me in the direction of Balmora.
PC: ( heres the choices ) [ yes it is to north of here, just over the hill ]
[ sorry i can't help you there ]
[ follow the road to the east till you reach a cave, near the cave you'll find the road to balmora ]
my point is if a NPC asks a player a question on how to do something or how something is or where something is it would be neat to add different responses depending wether the player is good, evil, or just nuetral. and depending on what response was chosen a different action will happen.

i think it would make things interesting and more immersion to a charactors personality or alignment.
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Christie Mitchell
 
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Post » Thu Mar 11, 2010 1:49 am

Whenever I write dialogue I always give several responses based on certain things like alignment. So I could probably do that... my issue right now is I don't know what filters I should use for travelers. It'd be easy to mistake someone in a town for a traveler and vice versa.
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Benji
 
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Post » Thu Mar 11, 2010 9:00 am

Bump. This is a very interesting idea that could be discussed more! :)
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OnlyDumazzapplyhere
 
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Post » Thu Mar 11, 2010 4:33 pm

Bump. This is a very interesting idea that could be discussed more! :)

Indeed, it certainly need a few comments now and then. :talk:
I've no idea this kind of mod was ever discussed before, but I do like this idea especially the name (GOSSIP). :nod:


I really envy the modding skill this community have. :bowdown:
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Ally Chimienti
 
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Post » Thu Mar 11, 2010 5:13 am

This is a very good idea. I haven't read past the first page or so, but yeah... great idea!

"NPC Advanced Dialog System" (NADS)

"Global Open Speech System and Interrogatory Plugin" (GOSSIP) B)

Why not "Global Open NPC Advanced Dialogue System" (GONADS)?
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Chris Cross Cabaret Man
 
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Post » Thu Mar 11, 2010 2:02 pm

I'm interested too :) Sounds like some work though.
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Joey Avelar
 
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Post » Thu Mar 11, 2010 7:03 am

It seems like a lot of these dialog mods are stuck on the writing process. One of you modders should put up a wiki like system that would allow the community to put together new dialog for the NPCs, to take some of the workload off!
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Manuel rivera
 
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Post » Thu Mar 11, 2010 6:39 am

Cyrano had talked about creating an on-line dialog tutorial but abandoned it because it was already covered in detail in the mod maker's tutorial. That and he didn't feel that there was enough of a call for it. I did make a http://www.4shared.com/document/VqXThGJa/Dialogue_tutorial.html using Word awhile back that anybody's welcomed to download and look at. It needs some cleaning up and possible reorganization, but again, it's not really worth the time if nobody is going to read it.
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Jessica Nash
 
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Post » Thu Mar 11, 2010 10:15 am

Not sure if this has been mentioned yet, but the Dreamer script (the one that causes NPCs to force conversation with you and tell you about the coming of Dagoth Ur) includes a cooldown, if you will, where after they talk to you once, they won't bother you for a set period of time after that. Might be wise to include something like that in this mod so that the player isn't getting into dialogue every five feet.
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Philip Rua
 
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Post » Thu Mar 11, 2010 6:57 am

Woah, almost forgot this thread existed. :o

It seems like a lot of these dialog mods are stuck on the writing process. One of you modders should put up a wiki like system that would allow the community to put together new dialog for the NPCs, to take some of the workload off!

See, while I don't know how to set up dialog in the CS, I can write up dialog. Probably. I like your idea of a wiki - but, I don't know how to make a website. :(

However, I think that before any of us starts going full steam on dialog, a proof-of-concept/prototypes needs to be knocked up and tested, just to make sure that the idea works okay in-game. We need to brainstorm how to implement this, too. I wouldn't want every NPC accosting my character when I enter a town; so, we need to somehow make it such that there is a small % chance that an NPC will accost the player if the player 1) passes within a set radius of the NPC and/or 2) the duration the PC is in the vicinity (proximity) to the NPC. Also, somehow disposition, reputation, and faction alliance should factor into the equation - an NPC that hates your guts is not likely to talk to you; faction buddies are more likely to chat, while faction enemies won't want to talk; and NPCs will want to talk to you more when they recognize you because you are famous - the wet-behind-the-ears character at the start of the game is not likely to know any rumors.

Aaarg, too many projects. :head explodes:

@Saint Juib: That's an excellent idea! I didn't know that about the Dreamers, but that must be why they only bug me once (I tend to avoid them like the plague after that, so I didn't know they reset).

@Jac: I'll give your tutorial the grammatical run-down when I've got the time. I'll jazz it up with font sizes, bold and italicization, and all sorts of amateurish visual aesthetics to make it easy on the eyes and mind. And I'll refrain from making it look like I vomited skittles all over it. :P
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Sweet Blighty
 
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Post » Thu Mar 11, 2010 10:45 am

lol, this has a lot of potential! Will the expansions be included as well? Might be fun to have a drunken nord start trying to talk some nonsense to the player. :P
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C.L.U.T.C.H
 
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Post » Thu Mar 11, 2010 10:45 am

@Jac: I'll give your tutorial the grammatical run-down when I've got the time. I'll jazz it up with font sizes, bold and italicization, and all sorts of amateurish visual aesthetics to make it easy on the eyes and mind. And I'll refrain from making it look like I vomited skittles all over it. :P

It's free to use and abuse. If there's enough call, I can see about setting up a wiki for dialog. Or maybe we can use UESP... :deal:
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Angelina Mayo
 
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Post » Thu Mar 11, 2010 4:21 am

It's free to use and abuse. If there's enough call, I can see about setting up a wiki for dialog. Or maybe we can use UESP... :deal:

http://www.mediafire.com/?zynzjzmezzw. :) Took about an hour, but it was fun! I really ought to learn how to use Open Office better...

I tried using the same sort of heading format that my Biology book uses. Should be easy to change font size and indentation if I didn't associate something correctly in the hierarchy. I mostly edited format and broke up paragraphs, but I sprinkled in some semi-colons and trimmed some passive verbs. :P Let me know what you think!
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Lizs
 
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Post » Thu Mar 11, 2010 1:55 pm

I love the idea of this mod. I vote for NADS, GONADS, or GOSSIP. :D

So, I get tired of fellow thieves asking me if I have any jobs for them and not being able to given them any. Would that fit into this concept?
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Christine
 
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Post » Thu Mar 11, 2010 3:33 am

Oh boy! Never saw this thread before. What a good idea!
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saharen beauty
 
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Post » Thu Mar 11, 2010 12:17 pm

I don't know if I would call the tutorial awesome, but hopefully anybody who's interested in working on this mod but doesn't know how to implement dialog will find it useful. If anybody does and has questions or needs clarification, please don't hesitate to ask me or ask in the CS forum. :)
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His Bella
 
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Post » Thu Mar 11, 2010 4:12 am

Begin sleeperScriptshort sleeperOn;activates sleeper dialogue at night;other sleeper behavior (endgame, etc) is handled in dialogueshort doOnce;keeps sleepers from ForceGreeting over and overshort NoLore;don't want sleepers being too talkativeif ( GetJournalIndex TT_SanctusShrine >= 20 )	if ( GetJournalIndex TT_SanctusShrine < 50 )		Return	endifendifif ( GetJournalIndex A1_2_AntabolisInformant < 10 )	Set sleeperOn to 0	Return	;sleepers don't forceGreeting you before this eventendifif ( GetJournalIndex C3_DestroyDagoth >= 50 )	Set sleeperOn to 0	Return	;no more sleepers after endgameendifSet sleeperOn to 1if ( GameHour > 6 )	if ( GameHour < 18 )		Set sleeperOn to 0		;1 unless sun is up... estimate, adjust		;not sleepers anymore after endgame		Return	endifendifif ( GetDistance Player > 3000 )	set doOnce to 0	Returnendifif ( doOnce != 0 )	Returnendifif ( GetDistance Player < 150 )	ForceGreeting	set doOnce to 1endif;the idea is to have them annoyingly initiate conversation;whenever the player approaches... But only do this;once per approach... needs testing.End


There's the sleeper script in its entirety (I only know what it does because of the notes... it's all gobbledygook to me :P)
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Bad News Rogers
 
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Post » Thu Mar 11, 2010 6:20 pm

Most of the code is setting exceptions, and there is only one "ForceGreeting". I can at least figure that out. I wonder how ForceGreeting works.

Edit: It is all in dialog. I think this is very easy to achieve. One can write a couple of scripts based on the above script with different variables(time, race, disposition) and dialog writers can pick one of the appropriated scripts and apply it to a NPC. We can all do one NPC.

It is all done in CS's dialog system.

The function is Talk To PC.
Edit2: Although Casey Tucker had a better idea to do it. What is it exactly?
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SaVino GοΜ
 
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