prinyo Posted May 18, 2016 Posted May 18, 2016 And to be completely fair, the armor in Skyrim is absurd. It's Skyrim. It's cold. Why can I see ANY skin? Because they are nords and the weather is just fine with them. :-) I have a similar experience in RL each spring. I'm an expat living in Amsterdam, NL but I come from the southern part of Europe. Every year in March and April I see Dutch people wearing "summer" outfits with short sleeves while I and other expacts are still wearing warm clothes and jackets. You can't judge the world by yourself, not even the real world, let alone a fantasy hero one.
prinyo Posted May 18, 2016 Posted May 18, 2016 I wonder how dialogs will be injected due to limited dialogue editor. Another dialogue wheel activated on the different button? I know this isn't the point of order anymore, but I wanted to say: It doesn't matter if there are only 4 choices. The most efficient way to address a long list of things is to split it into subsections. The most efficient way is to make a tree which branches down the line into all the possible end-points. The most efficient number of branches at each step is 2.7ish, which is the base of the natural logarithm, also known as "e" So you won't have "4 options". You have "4 submenus" which lead to "4 more submenus" and so on. You can fit a lot in a very few steps. "Talk -> Flirt -> Engage -> Bang" What I don't understand at the moment is not what are the options for a mod to organize the dialog within the mod.But how do you plug the dialogue to start with. When I talk to a NPC in Skyrim I usually get more than 5 options that are related to mods (SLEN, TDF Prostitution, dialogue added by a currently active stage of a mod and so on). How will this work in FO4 is still a mystery to me. How will the game decide which options get to be shown in the first group and which are going to be grouped within further dialog nodes? The other problem that I can see (I've seen it in a mod, haven't tested it myself) is that 4 dialogue options is not a limit, but a hardcoded value. It is not that you need to have 4 or less options, you always need to have exactly 4. That's why the vanilla game sometimes shows identical responses for several dialogue options. If you only have 2 responses it looks really weird on the screen.
Jeoshua Posted May 18, 2016 Posted May 18, 2016 I wonder how dialogs will be injected due to limited dialogue editor. Another dialogue wheel activated on the different button? I know this isn't the point of order anymore, but I wanted to say: It doesn't matter if there are only 4 choices. The most efficient way to address a long list of things is to split it into subsections. The most efficient way is to make a tree which branches down the line into all the possible end-points. The most efficient number of branches at each step is 2.7ish, which is the base of the natural logarithm, also known as "e" So you won't have "4 options". You have "4 submenus" which lead to "4 more submenus" and so on. You can fit a lot in a very few steps. "Talk -> Flirt -> Engage -> Bang" What I don't understand at the moment is not what are the options for a mod to organize the dialog within the mod.But how do you plug the dialogue to start with. When I talk to a NPC in Skyrim I usually get more than 5 options that are related to mods (SLEN, TDF Prostitution, dialogue added by a currently active stage of a mod and so on). How will this work in FO4 is still a mystery to me. How will the game decide which options get to be shown in the first group and which are going to be grouped within further dialog nodes? The other problem that I can see (I've seen it in a mod, haven't tested it myself) is that 4 dialogue options is not a limit, but a hardcoded value. It is not that you need to have 4 or less options, you always need to have exactly 4. That's why the vanilla game sometimes shows identical responses for several dialogue options. If you only have 2 responses it looks really weird on the screen. The only challenge will come with multiple mods which edit the same record, which is also causing issues right now with the so-called "Precombined Meshes 'Bug'" I had this discussion earlier. That's NOT a bug. That's people who are making the mods (and I'm talking about Arthmoor here, mainly) not understanding that they're not looking at a bug. They're not even looking at the feature the right way, and this is AFTER some devs broke silence and actually talked about it on bethsoft.net. The Precombined Meshes and Previsualization Data are fucking LOD information, and people aren't rebuilding the LOD for their mods correctly. Now, it is boneheaded, and it does make previous methods for replacement as outdated as TESSnip, and makes everyone's life a little harder for doing simple one-off changes, but it is NOT insurmountable and all someone needs to do is make a really good Pre-Renderer program like xEdit did with LOD. Arthmoor claimed his beast computer would take a month to generate all that data, but he must have added a few extra zeros into his calculations. Anyways, I digress, and a similar solution will have to be found for merging mods. For SexTec it actually becomes easier, because there is a base framework for all the LL mods to hook into. Just have Option 4 or "A Button" or whatever be "More".
prinyo Posted May 18, 2016 Posted May 18, 2016 I'm not sure how this was in response to what I said, but whatever :-) I don't think ST will include any dialogue functionality. And even if it does this doesn't explain how the custom dialogue will be plugged into the initial dialogue node.
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