Well, it's actually in a similar category really. As I understand it, Conversations are basically scripts that output dialogue options. When you have a choice between different answers, you basically pick a variable in the script and then the script looks up the corresponding dialogue, then outputs said dialogue from the character(s) involved based on your choice, then stores that choice of variable in the background if it's a choice that has future bearing on the game. So future conversation scripts will say something like "What happened in X conversation", and recall the variable you chose, then go foreward off of that. Basically the whole game is just based off of long, inter-weaving C++ style code scripts. It's not as complicated as most folks would think.
Now, the second part of the "game script" is the .tlk table that actually stores all of the written words for the script, but you could change the information in it to anything you liked and it wouldn't actually have an effect on the dialogue choices or voiceovers that went with the different options. For instance, conversation X tells the game to look in string # 276574 to output printed words in that string to the dialogue window. Now, if normally it said "Hello", you could change it to "I love lemmings." and the text would say "I love lemmings." but the voiceover would still say "Hello.", and the conversation would continue just like it said "Hello".
I'm not real clear on the voiceover part of the games bc that is newer than my main experience with modding, and I've never really worried about voiceovers for the things that I mess with in mods.
Modifié par Xenoseroster, 04 avril 2011 - 07:58 .