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Old 08-29-2006, 09:50 AM
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dragon wench dragon wench is offline
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This looks interesting. I haven't tried it myself yet, but it is recently out at Planet Elderscrolls
The Dialogue Request Mod


This is a BETA.

I've always wanted a touch of realism to bring Morrowind's dead NPCs to life. In real life, people are social. Naturally, they interact. How do you interact with NPCs in Morrowind? You really cant... They're walking textbooks. Basically, this is a huge dialogue mod. It's esentially the same as dracondros' voice or Give Your Orders, as it is a massive "request" mod where you can ask NPCs to follow you, or guard an area, or give the time, or just about anything really. It's through dialogue, so you can ask it of anyone. This is not made for competition against the two said mods above - I just want to make my own, huge version with everything available, like asking the time, etc. You can also apologize to people, if you've brought their disposition very low, and ask them how they're doing, to get a potential disposition boost, because they know you are their friend and you care.
While you can ask the entire population of Vivec to follow you and guard key positions, this is made to draw the realism from Morrowind's NPCs, and to stress to the general public that not EVERY NPC is a weapon. No more running around with an army of commoners to "do your evil bidding." They have realistic responses to your requests, and to raise a successful militia is more suicide than actual success. They'll respond differently if they're commoners, kings, your soldiers below you in a faction, or your slaves, or Khajiits. (Khajiits have a "third person" dialect.)

-Here are the features so far. More are to come soon.-

1. Will you come with me? --- This is self-explanitory. You can ask any NPC to follow you and they will, considering certain conditions are met. The "yes" will come from the NPC from factors such as speechcraft, random, the NPC's class and level, and disposition. All four of these work together, so getting someone to follow you is actually pretty difficult. Let's say you're really high in the world. You present yourself with nice clothing, you have quite a reputation and your speechcraft is quite high. The random factor wont be as much of an issue with all three of those factors on your side, though you still may have to repeat the dialogue box and nag them for it. However, the NPC you speak to is just a lowly, level two commoner.
The outcome? The NPC will follow you in curiosity. Wont make much of a minion though, since he/she will most likely run away when you or her come under attack by something.


2: Stay here. --- You tell them to stay. If they're following you, they'll take it one way, and stay. If they're not following you, they'll take it the other way, and assume you mean for them to literally "stay here." Again, the responses you'll recieve depend on a large variety of things.

3: I need you to guard this position. --- Tell them to keep guard. This will make them stop following you, and guard instead. They'll fight your enemies and guard the position. You'll probably scare commoners if you ask them to guard anything, for they'll be drawn to the conclusion that someone is about to attack them!

4: What is your true profession? --- Some NPCs purposefully hide their true professions, like the Morag Tong, though this is specifically aimed at other mods, that add "hidden assassins" or such. That said, it -might- break some quests, but I think it's useful. Basically, it's when you assume an NPC is hiding something (usually hinted at the reluctance to tell their profession in the "background" link) and let them know your suspision. Most of the time, they'll be offended, and commoners might think something along the lines of "..huh? You paranoid?" However, again, speechcraft and all the other stuff comes into play.

5: What time is it? --- Doesn't take much speechcraft to ask someone the time. Example: "It's just past three thirty in the afternoon." There is statistically a one in four chance that the NPC "wont know the time." You could nag them for it by repeating the dialogue box, but that's unrealistic. Up to you.

6: What is the date? --- Same as above, though with the date. It is provided lore friendly. Example: "Mid Year, day 13, 3E483." You wont really find anyone who doesn't know the date, except maybe slaves or something.

7: Who do you serve? --- Asks them the faction they serve. Rarely will they refuse to tell you, unless they hate you. Members of the Morag Tong and such will not answer this. Well, they will, just not with the answer you want.

8. Please move. --- You know how NPCs always get in your way? Well, you can ask them to move now.

9. What is your best skill? --- The NPC will tell you their best skills, in a roleplay-friendly way. Often times, their skills will just reflect their class. Naturally, commoners are not really skilled at anything, but good at a number of things. Archers will have a higher skill in archery than magic, but not always true. This is stat-based.

10. If we get in battle, don't use magic. --- Say you happen to raise an army of elite Telvanni battlemages. You don't one one person's armageddon-doom-uber-destroy'emAll spell to destroy your entire force, themself, and you, in one attack aimed at the single cliffracer that bombarded the captain.

11. I need you to use magic in combat. --- Tells them to use magic. Sometimes useful, sometimes not.

12. Do you know any useful spells? --- Finally, a mod that lets you ask your mage-friends to cast stuff on you! Depending on the person's class and disposition, they can cast a multitude of different spell effects, for or against your (or their) convenience.

13: Nevermind. --- Self explanitory, it tells the NPC you've changed your mind. I even have random responses to this, and even split them by disposition and the random variable. "Okay %PCName.. but don't be afraid to ask something of me.." At 90. "Eh.. whatever then." At 27.
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