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Generic NPC names...?


CrazyGilbert

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As most of you kn ow i am working on the rice field mod and I need some help with whethter i should have all of the rice farmers to have generic names like "rice farmer" for all of them...is this a good idea or should i make individual names?
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My criticism of many mods I have played is that they have too many characters with useless generic MW dialogue. You should reduce dialogue topics to a minimum and keep most of them mod specific. If all you have for latest rumours is about the nerevarine don't have that topic!

 

Having said that, it is equally irritating to have a vast number of named characters with the same dialogue even if it is mod specific. If all your rice farmers are generic and not needed individually in the mod I see no reason for giving them specific names. As with 'guards' or 'imperial archers' the player knows not to talk to each one. If some of them have other purposes, giving them a name will let the player know they should speak to them.

 

My two cents worth.

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Yeah, I'd go with the generic NPC names for any non-quest rice farmers... it does make things a lot clearer. Plus it's less work for you as you don't have to try and think up names as much!

 

Just some advice, if you do try to give the NPCs names it would probably be a good idea to make them fit in with the existing racial syntaxes in game... there's nothing worse than speaking to "Bob" in order to deliver a package to "Joe". :tongue2:

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yeah I have different topics that the specific class 'rice farmers" talk about but I am planning on having different dialogue for each one of them (may be a few sentances but it will differ)

 

how do you make it so that my rice field farmers dont talk about "J`saddha" or the normal latest rumours and secrets? How do you make it not avaliable for that individual character?

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