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The Dalish Curse Mod Dialogue

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#1
berelinde

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This is the thread for links to mod dialogue. Please feel free to create documents in the Dalish Curse mod folder, or create documents elsewhere and post the links here.

 

It would probably help if you started your post with a title describing what the dialogue is (and then post a synopsis).

 

Example:

Intro Cutscene: Link

 

The adventure begins with a cutscene with a few lines shared between all Origins, then splits into Origin-specific cutscenes, then joins back together again for a cutscene that describes Vintiver, introduces Kesla, Haran, and Coalan, and otherwise sets the stage for the adventure.

 



#2
berelinde

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This is what dialogue looks like in the toolset editor. I don't know if this helps you visualize the dialogue tree or not, but it probably wouldn't hurt to let you see it.

Spoiler



#3
berelinde

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Thanks to everyone who has written their joining dialogues! Everything looks great! There are still a bunch more to go, but the models posted should give you some idea of how to go about it.

 

We're going to have to add a line to allow recruitment after the player has been to the farm and returned to the inn, but that's easy enough to do. When your character asks "Are you still looking for help?" you can add a player response "I've been to the Fuldor's, but I still need help." Just be sure to keep it under 60 characters long, including spaces and punctuation.

 

I should probably explain how it will work. The player can only have 3 in their active party at any one time, but they can still recruit all party members. Certain area transitions - the Arbor Inn door, for example - will call up a party selection screen. Unlike DAO, there isn't really a centralized party camp, but there are a bunch of "bases" where players will be able to change their party composition and swap out equipment. There's a hardcoded limit of three followers, but in these areas, the player will only be controlling his or her own character and all the rest will be running on their AI. The partymembers will be unkillable in these zones (but the player can still die, which would end the game). It's a lot like the camp attacks.

 

After the player leaves Vintiver on Eshara's quest to find her clan, the party is fixed, so there can be no further additions (although party members may be swapped out).



#4
berelinde

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Apart from the joining dialogue, the first big "group talk" moment is when the party finds Eshara. One follower will react and offer a suggestion about what to do with her, and the other followers will all have a chance to either agree or offer counter suggestions. It's kind of like the conversation that Alistair begins on the steps leading down into Lothering, the one that starts "There it is, Lothering. Pretty as a painting." Alistair then pumps the PC about where to go next and Morrigan offers her own suggestions. With a party limit of 3 and a party pool of 7, we won't be getting that carried away with an extended dialogue (I forbid anybody to mention falling on their sword in grief!), but we should still be able to allow the followers to engage the player in the decision.

 

It's easy to code, but complicated to explain, so I've posted the skeleton below. All you need to do is edit the document to enter your character's lines. 

 

Link to the "Finding Eshara" dialogue



#5
BFace

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 (I forbid anybody to mention falling on their sword in grief!)

 

 

Bah! *ragequits*

 

Just kidding. :D Are you looking for a couple of sentences? A paragraph? 140 character? :D  I know the gist of what Tess'd say, just wondering how, sort of, you want it said. :D



#6
berelinde

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Somewhere between one and four lines with a 200-character limit per line. The player won't have a chance to participate in the conversation until it's decision time, so I don't want it to be overlong, but I don't want to restrict you to a single line, either. Responses to other party members' suggestions should be one line, though.



#7
berelinde

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I posted Beldin's suggestion. Keep in mind that the player is only going to see one of these per game, so we don't have to worry about duplication the way we would if every character said their whole spiel each time. So every character can suggest bringing her back to the farmhouse or every character can suggest bringing her straight back to Vintiver, or some mix of the above. The important thing is that it makes sense for your character.

 

Confirmation/Alternative lines can be simple in the case of agreement, but counter suggestions can be a bit longer, like "No, I think she'd be safer in the village. The Mullins will keep her safe."



#8
mysteriouspast

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I put in some Rael talks first dialogue. Is this what you had in mind?



#9
berelinde

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Yes, but please have her suggest something else: camping along the road, bunking up at the farmhouse, etc.