Custom conversations with NPCs?

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haloterm
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Custom conversations with NPCs?

Post by haloterm »

Is it possible to add conversation topics to the NPCs?

I have some ideas for a custom quest, but it would require to talk with people to gather information (and also read custom books, but that is another topic in the other thread).

As far as I understand the existing quests, one can only use message boxes (like "somebody hands you a sheet of paper") and "yes/no" dialogues -- or are Morrowind-like dialogues possible, too?

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Jay_H
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Re: Custom conversations with NPCs?

Post by Jay_H »

In Daggerfall's current form, back-and-forth dialogues with NPCs aren't possible other than asking for directions and rumors :( The yes/no prompts you mention are the other form of dialogue but that's more that the NPC lectures you; it's quite circuitous for a method of discussion.

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haloterm
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Re: Custom conversations with NPCs?

Post by haloterm »

Hmhm, I see. Is it possible to add custom rumors?

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Jay_H
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Re: Custom conversations with NPCs?

Post by Jay_H »

Yes, absolutely. Each quest has a rumor section for During Quest, After Quest Failure, and After Quest Success. After-quest rumors last about 30 days I think (Allofich just recently implemented this and I haven't heard much about the duration), and During Quest will last until the quest expires.

Theoretically you could add a passive quest that never expires, and you just stuff it full of rumors to add more variety to the world :D

Narf the Mouse
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Re: Custom conversations with NPCs?

Post by Narf the Mouse »

Jay_H wrote: Sat Feb 16, 2019 11:59 pm Yes, absolutely. Each quest has a rumor section for During Quest, After Quest Failure, and After Quest Success. After-quest rumors last about 30 days I think (Allofich just recently implemented this and I haven't heard much about the duration), and During Quest will last until the quest expires.

Theoretically you could add a passive quest that never expires, and you just stuff it full of rumors to add more variety to the world :D
Hmm... You could have the quest launch other quests!

Megaquests! :D
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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Jay_H
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Re: Custom conversations with NPCs?

Post by Jay_H »

Perpetual quests! :D

Narf the Mouse
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Re: Custom conversations with NPCs?

Post by Narf the Mouse »

Jay_H wrote: Sun Feb 17, 2019 12:23 am Perpetual quests! :D
Perpetual megaquests launching and ending other quests! :D
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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Nystul
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Re: Custom conversations with NPCs?

Post by Nystul »

Jay_H wrote: Sat Feb 16, 2019 11:59 pm Yes, absolutely. Each quest has a rumor section for During Quest, After Quest Failure, and After Quest Success. After-quest rumors last about 30 days I think (Allofich just recently implemented this and I haven't heard much about the duration), and During Quest will last until the quest expires.

Theoretically you could add a passive quest that never expires, and you just stuff it full of rumors to add more variety to the world :D
Well it was me who implemented this feature originally. Allofich matched rumor generation and times to vanilla recently.

There are more ways to add rumors and dialog options btw - these are the different ways
  • as already mentioned via RumorsDuringQuest, RumorsPostfailure, RumorsPostsuccess -> this adds rumors to the rumor mill ("any news")
  • via anyInfo and rumors -> this adds topics (name of location, persons or item) and corresponding answers ("anyInfo" == educated/true ones (thieves guild spymaster only gives those) and "rumors" == just rumors - may be true or false (not given by spymaster)) - these can be hidden with "dialog link" command if I remember correctly to reveal them later when pc learns about the topic in other anyinfo ansers or rumors
  • rumor mill command adds rumors to rumor mill ("any news")
  • quest locations and npcs get added to the "Where Is" list (if they are not hidden via "dialog link" command (before pc learned about them by talking about a "dialog linked" topic))
implementation aimed to match classic implementation. even many vanilla quests do not use the options correctly. a few good examples exist though (e.g. mage's guild quest for non-members with the missing book)

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Jay_H
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Re: Custom conversations with NPCs?

Post by Jay_H »

Ah, sorry about that Nystul. I only remember Allofich's recent tune-ups and I incorrectly made that assumption.

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