NPC's reactions to my character: loving it

Post » Wed Jun 06, 2012 10:11 pm

The NPC dialogue has its bad and its good moments, but Its good moments are really stellar.

I just entered the DB and one of the members actually talked about me being a werewolf and his history with the companions, which was cool.

Also, I remember clearing out an area, and someone in a nearby town said something along the lines of, "Thank goodness someone cleaned out that area, now we can live in peace."

And the guards usually always have some sort of recognition of my recent quests.

The bad dialogue that sticks out is when members of your own faction still dont recognize your rank or who you are most times, no matter how far you are in the factions quest line.

But overall, Ill take the good with the bad, and still have an amazing experience.
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Isaiah Burdeau
 
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Post » Wed Jun 06, 2012 2:02 pm

Psss, I know who you are, Hail Sithis!
Is it true what they say about you and the dark brotherhood?

Are we all such poor assassins that everyone and their grandmother knows about us?

...

Well, you're all running around with a hand imprinted on your chest, so yeah ... :)
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James Shaw
 
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Post » Wed Jun 06, 2012 10:51 pm

what are you looking at? i'm not afraid of you, because the usa has some dumb laws that deny logic, even if you are my elder
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jessica Villacis
 
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Post » Thu Jun 07, 2012 1:10 am

They want you to attack the kids to find out that the kids are invincible.
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Christina Trayler
 
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Post » Wed Jun 06, 2012 9:19 pm

I knew that NPCs may comment on your gear but it surprised me how accurate they are on their comments. I created full suit of imperial armor and upgraded every part of it to fine. Then I putted them on and walked through Solitude and a guard said to me "It's a fine imperial armor you got there."
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Matt Terry
 
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Post » Wed Jun 06, 2012 3:34 pm

Psss, I know who you are, Hail Sithis!
Is it true what they say about you and the dark brotherhood?

Are we all such poor assassins that everyone and their grandmother knows about us?
Honestly this creeped me out so much. I wanted to take of his mask to see the guard's true identity... Cicero?
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yessenia hermosillo
 
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Post » Wed Jun 06, 2012 9:30 pm

"Psss, I know who you are, Hail Sithis!"

*STAB*

"Well, we can't have you telling anyone, now can we?
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Enny Labinjo
 
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Post » Wed Jun 06, 2012 6:40 pm

me:heavy armoued warrior who snuck past a dragon ONE SINGLE TIME
guard: "keep your hands to yourself sneak thief!!!!"
me: "..." *stabs*

lets not forget

me: leader of thieve's guild
dirge: make toruble and i'll kill you
me: *makes trouble* "rawr"

and

me: leader of companians
guard: "so your the newest member of the companians eh? what do you do? fetch the mead?"
me: "FUS RO DAH"

and:

me: cured of werewolf disease
guard: "...is that hair...coming out of your ears?"
me: *face palm*

i think you've had enough but ask if you want more

Perfect! I was gonna post some of these up.

Overall, I do like the commentary and I think that adds to the immersiveness of the game, but there are definitely inconsistencies in how it's done.

My biggest complaint is when you start to gain notoriety and status. Some of your completed quests are mentioned, which is nice, but when you become thane or a leader of the guild, cetain NPC's, especially guards still treat you like dirt.
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Honey Suckle
 
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Post » Thu Jun 07, 2012 12:13 am

Is your armor made of dragon bones! Man what I wouldn't do for a set of that!
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Richard
 
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Post » Wed Jun 06, 2012 5:39 pm

I think these are great and are enough for me to think that this video game is organic and reacting to the things I do.
Back to adventuring...
At least you appreciate what Bethesda made... :bunny:
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Josh Trembly
 
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Post » Wed Jun 06, 2012 4:24 pm

Hail Conjurer, can you conjure me a warm bed?
Hail Conjurer, can you conjure me a warm bed?
Hail Conjurer, can you conjure me a warm bed?
Hail Conjurer, can you conjure me a warm bed?
Hail Conjurer, can you conjure me a warm bed?

*Must... not... stab...*
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Hilm Music
 
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Post » Thu Jun 07, 2012 4:34 am

"I heard you were at that wedding in Solitude..."

Really? That's funny since I went out of my way with the invisibility potions to ensure that nobody at all saw me there.
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Rachie Stout
 
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Post » Wed Jun 06, 2012 7:32 pm

Well first of all, not -everyone- is complaining ;D, second you aren't them and they aren't you and third I think if you -read- what they were saying you'd see it had not all that much to do with what cha posted OP, like stated prior it gets repetetive, but thats not the point, the point is being called a mead fetcher as the Harbinger of the Companions ;p
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trisha punch
 
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Post » Thu Jun 07, 2012 1:08 am

Original thread poster: "This is a fun and rewarding experience I had in game!"

Majority of community: "Not really, wait until you see the negative side of it. Here, let me repeat it until you want to vomit."

Good times.
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clelia vega
 
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Post » Wed Jun 06, 2012 6:57 pm

Here, let me repeat it until you want to vomit."


We're only copying the game itself in that, you know...
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Alexander Lee
 
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Post » Wed Jun 06, 2012 6:36 pm

We're only copying the game itself in that, you know...

Ha! True, true. I just...I'd really like to see people keep their negativity to a minimum in threads where people are celebrating and having a good time. I'm NOT asking for censorship or for people to not speak their minds, but there are tons of threads discussing the negatives. Let somebody have a good experience and share it too.
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djimi
 
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Post » Wed Jun 06, 2012 9:15 pm

Ha! True, true. I just...I'd really like to see people keep their negativity to a minimum in threads where people are celebrating and having a good time. I'm NOT asking for censorship or for people to not speak their minds, but there are tons of threads discussing the negatives. Let somebody have a good experience and share it too.
OP asked for it... :biggrin:
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Daniel Brown
 
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Post » Thu Jun 07, 2012 1:45 am

"Keep your magic to yourself, mage."
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Samantha hulme
 
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Post » Thu Jun 07, 2012 12:47 am

I tried to dig the data files for a variable that sets at what skill level the guards start commenting on your skills, but couldn't find one. It's probably set in the dialogue itself. Can't wait for the Construction Kit. :stare:

If it follows the same methodology that Morrowind and Oblivion did, then yes, the elements that control who says what and when are associated with the dialogue entries themselves. It actually works backwards from how it seems like it should.

In games like Neverwinter Nights 1, conversation files are associated with specific objects and they are designed to branch out. Branches can be hidden by setting conditions. If I wanted all the generic male NPCs in a town to reference a common conversation file, I would build the dialogue tree and save it as something like town_m_common. I could create one NPC character and attach that file. Edit a copy of it and change the appearance only. Do that several times to have a variety of townspeople randomly wandering around. They would all carry the same dialogue because I created the subsequent ones from the main one. I could do the same for random female NPCs with a conversation called town_f_common. I can also set multiple start points of a conversation and set their condition based on whatever criteria I want. Such as if the player character is male or female. What race the PC is. What class. What level... even a condition to see if he or she is wearing a specific item. I'm sure that the data is filed within a NwN module the same way TES has handled it, but editing conversations in NwN is far more intuitive than it has been for the past two TES games.

With at least Morrowind and Oblivion, every single line of dialogue is in this massive list. You cannot tell just by examining the dialogue who it is associated with or which branch of a conversation it is. But each piece of dialogue can have conditions set for it. And the more conditions that are set, the more convoluted it becomes. So when you take into account the massive number of conversation entries that occur along with those that are specific to a quest, it really becomes a pain.

I don't know for sure how it's being handled for Skyrim, but I wish they would make a more intuitive way of constructing Dialogue that doesn't require weeding through thousands of entries.

Don't get me wrong. TES's dialogue system is very powerful. But if conditions are not prioritized correctly, it can cause all sorts of wierd things. First thing I am going to do when the editor comes out is go through and find the random NPC comments and identify all the common ones. I'll create a dummy object with a varriable called "alreadysaidthat" set to zero. and stick it in an interior cell that cannot be accessed. The priority condition on those random and repetitive dialogue entries will be that alreadysaidthat=0. I'll set an action so once it plays for the first time, it sets alreadysaidthat=1. I'll leave generic greetings, like Hello..., Need something?, Can I help you?, and that sort alone. We don't want the NPCs to never say anything.

I'm also going to add a global varriable called plotnpcspeaking and set it to 0 by default. When plot-related dialogue is occuring the first line of the conversation will set this varriable to 1. the last line will be a silent line with a command to set the varriable to 0. ALL random NPC dialogue will be made to check the status of this varriable, so it will keep them from talking over the plot conversation.

Of course, there's probably a lot more to it than that. And if someone beats me to it, then more power to them. Of course, Bethesda could have done this when they were building the game. I can't believe that as they went around playtesting their work that these dialogue issues didn't stick out like a sore thumb for them.
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Rhysa Hughes
 
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Post » Wed Jun 06, 2012 11:02 pm

So many threads about the same issue

NPC dialouges

Bethesda must fix this in some way

Preferably by making the NPC's shut up. They all just babble way too much.
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Marcia Renton
 
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Post » Wed Jun 06, 2012 5:35 pm

i to love it hope they expand upon npc insight in the next game. oh yeah heres a little gem for you OP i hired a carriage when it was raining and when i climbed in the back the driver said "i hope your not getting too wet back there"
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Alex Blacke
 
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Post » Wed Jun 06, 2012 6:50 pm

I usually love these interactions, but hearing a guard tell my heavy armor, sword and shield warrior, that i should keep my magic to myself, is pretty stupid. All because i visited the college for the main questline. :down: . besides that though... :banana:
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glot
 
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Post » Wed Jun 06, 2012 8:48 pm

"Stormblade, that's an honor."
Isn't that the highest rank of the Stormcloaks? I wish the Imperials were that respectful; I have yet to be recognized as Legate, and they still insult me as I walk by from time to time. I finished the main quest, too. Weird. I'd be happy if they just said something like "Need anything, sir?" when I passed them instead.

One time, I saw a thief running towards me. I summoned two dremora lords in front of me immediately, as a warning to him. Of course, he completely ignored them and proceeded to demand money from me, not even looking at the daedra standing there, and was dead within seconds of attacking me. It would have been cool if he immediately ran away and maybe said something in fear once I summoned them.
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Captian Caveman
 
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Post » Wed Jun 06, 2012 1:19 pm

The only thing npc's say to me now as I walk by is "That spell looks dangerous, keep away from me." I used Dead Thrall 1 frikken time and now that is the only thing every npc in the whole entire freaking game will say to my character.
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~Amy~
 
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Post » Thu Jun 07, 2012 4:18 am

At least there's not an adoring fan.
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Rachel Eloise Getoutofmyface
 
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