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Conversation Raising Speechcraft


Greymane

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Is there any possibility of someone making a mod that makes conversation, interacting with NPCs and picking 'fresh' dialog options (i.e. bright/previously unselected dialog choices), give a minor progress bump to Speechcraft? Not a massive boost, maybe just enough that if you seek out and talk with everyone in a reasonably sized settlement, you might gain an actual point or two.

 

It's a mod that seems a bit obvious to at least attempt, but to my surprise when I searched the forum I saw nothing similar requested. It may be that it's something looked over and dismissed as impossible ages ago.

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Mainly distinguishing between the grey white dialogue from scripts wouldn't be easy.
Since there are no native functions to tell if a dialogue has been accessed prior or not at all from script.
The grey and white in dialogue seems to be handled internally by the engine and it's not natively exposed to the user via script functions.

So at this point there would be only long, hard set and convoluted methods that a mod author could do to accomplish this..
Probably why no one has done anything along the lines.

Edited by sLoPpYdOtBiGhOlE
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That makes sense, sLoPpYdOtBiGhOlE.

 

What about just entering a conversation with someone? Would that be doable? I know there are mods like People Are Strangers, where NPCs are labelled 'Stranger' until you speak with them, then they get their actual name. So, there is some kind of switch being flipped in scripts there, related to at least using the activate/talk button with an NPC.

 

Do you think it would be possible to do something similar, just with a one-time training effect to Speechcraft? Asking mainly due to be curious. Don't expect anyone to actually do it. Far as linking Speechcraft to dialog, that's already been somewhat done with things like Immersive Speechcraft, which I'd like if it didn't feel like it cluttered up dialog options in a somewhat unnatural looking way.

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Easiest (not sure about best) would be tag the NPC you talk with a unique empty faction or give the npc a non playable item as a token.

 

This way your not needing to store every npc you've communicated with.

 

Basically when entering dialogue you check if the NPC is in your unique faction or has your non playable item token, if so then you know you've talked to them before, no tinsy speech xp boost.

If they aren't in your unique faction or don't have your non playable item token, then give tinsy speech xp boost and add them to your unique faction.

 

Another way maybe still using a faction..

Base your speech boost on relation ship rank as well.

 

So for example:

speak to NPC, if they aren't in your unique faction then add them and give a small speech boost and set the faction rank to the NPC relationship rank the NPC currently has towards you.

 

Each time you speak to that NPC if their current relationship rank is higher then the unique faction rank then give another small speech boost and set the faction rank to the current relationship rank.

 

So at least for NPCs that offer quests that improve relationship rank with them, then your next dialogue with them will give a little more boost again.

 

basically the max relationship rank is 4 so the speech boost wont be exponential.

But it at least gives you a little more when dealing with the same NPC that offers ways to increase relationship rank.

 

While NPCs that don't offer ways to improve relationship rank would only give one small boost no matter how many times you talk to them.

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