Do I need to make a quest to give NPCs dialogue?

Post » Wed Jun 20, 2012 11:32 am

Hello folks. There is simply a thing I wonder.
Can I add dialogue to specific NPC without making a quest for them? When I check the Tutorials, the only way they show any dialogue is when making a quest too.
So, how do I make dialogue without neccesarily making it into a quest? I know there are many NPCs like this in the game already, but how do I make them?
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leigh stewart
 
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Post » Wed Jun 20, 2012 5:12 am

'Quest' is a bit of a misnomer really since you don't necessarily have to make anything quest-related; just an empty one that you put your dialogue in. The actual stock dialogue also works this way so it's basically normal. :P

As long as you don't set quest stages, objectives etc. it won't ever show up in-game, you'll just get the dialogue you set up.
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Georgia Fullalove
 
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Post » Wed Jun 20, 2012 2:51 pm

Ah, okay. Thanks.
So I'll just follow how the tutorials do it, but without doing the stuff related to the quest?
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Austin Suggs
 
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Post » Wed Jun 20, 2012 5:03 pm

Yeah, I've been trying to find which quest Bethesda hides most of their stock dialog in. I mean like generic hellos that npc's say when you approach, and particularly the combat dialog. I made a follower with a unique voice and I'd love to record my own grunts and taunts!

If anyone knows where Bethesda tucked this stuff away please let us know!
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YO MAma
 
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Post » Wed Jun 20, 2012 1:55 pm

Yeah, I've been trying to find which quest Bethesda hides most of their stock dialog in. I mean like generic hellos that npc's say when you approach, and particularly the combat dialog. I made a follower with a unique voice and I'd love to record my own grunts and taunts!

If anyone knows where Bethesda tucked this stuff away please let us know!
They are under Quest/DialogueGeneric...there are several generic topics. And also look under Quest/DialogueCombatEncounterTypes (under the combat tab). Make sure you look in all the tabs because some is under Misc., etc.
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Marcin Tomkow
 
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Post » Wed Jun 20, 2012 9:56 am

Go to any standard voice type and export the dialogue - import the dialogue from the resulting text file into excel via the data tab as comma delimited and you will have a nice spreadsheet that you can sort anyway you want to find the quest that drives each topic or line of dialogue along with just about everything else. I built a workbook with each voicetype on separate sheets. Probably took about an hour to build for all humanoid voice types, it is a useful index.
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Alycia Leann grace
 
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Post » Wed Jun 20, 2012 8:06 am

'Quest' is a bit of a misnomer really since you don't necessarily have to make anything quest-related; just an empty one that you put your dialogue in. The actual stock dialogue also works this way so it's basically normal. :tongue:

As long as you don't set quest stages, objectives etc. it won't ever show up in-game, you'll just get the dialogue you set up.

you can have stages and objectives without showing up to the player if you need them. especially stages, this is a good tool for scripting specific fragments and separating them by stage
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Charleigh Anderson
 
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