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Showing results for tags 'dialogue'.
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Does the food buff timer keep ticking during dialogue conversation? (in case someone says, "why not just test it yourself?" I want the answer to get indexed, SEO baby!)
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Description: If you talk to Eder (the dialogue that triggers him to join your party) after completing the "Lord of a Barren Land" quest, favoring Kolsc, Eder's dialogues won't be adjusted to the fact that Roedric is dead and Kolsc is a new lord. Mostly it results in phrases in line of "I'm the next one to hang" (even though he's standing right next to the group of people who just removed the corpses from the tree) and "Kolsc is on the run" Steps to Reproduce the Issue: 1) Complete "Lord of a Barren Land" quest by killing Roedric 2) Return to the gilded vale 3) Talk to the animanc
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Hello again, I will edit this thread everytime I encounter something odd or contradictory from my perspective; all of the "issues" posted here are mere nuances that I share with you all in hopes of sparking a few laughs and talking about how finicky we all are. Needless to say SPOILERS AHEAD. Let's get to it: On the quest Built to last, the scrivener you're supposed to rescue resists to tell you anything about how her research works, afraid that she might give away too much and cause trouble again. A few lines down the dialogue, she willingly HANDS YOU the entirety of her research and entr
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Hey there, I don't know the exact rules regarding exploits, but since it's a singleplayer game I think it's alright to post them here. If not, moderators know what to do ***************** After having collected the remains during the Buried Secrets quest, and upon returning to Wirtan, it's possible to get in a dialogue loop that keeps on giving money (and I assume but haven't checked-- Aggressive disposition). Link to images showing how it's done: http://imgur.com/a/gPo3C Text-version: - Select "I found more than bones" - Select "[Might 15] [Lift Wirtan off his feet] I will
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Situation: Eorn is a wanted man and if you confront him about it you get 4 ways to deal with him: 1: Promise to keep it secret, 2: Give him 300 money, 3: Turn him in or 4 Attack If you promise to keep it secret, you will have an option to brought up the subject again: "We need to talk about..." If you do so, you only get options of 1: Give him 300 money, 2: Turn him in or 3 Attack. There's no option to back down from conversation. The situation hasn't changed in any way, but the options have.
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Hello all, I am finding some bugs with the dialogue options as that the text is giving a file name rather than decisions. Bug 1: the weak wall in the first dungeon (with hammer and chisel) says: (Title:) Missing 07_si_weak_wall_1* (Options:) 1: *Missing 07_si_weak_wall_2* 2: *Missing 07_si_weak_wall_7* 3: *Missing 07_si_weak_wall_3* Bug 2: speaking with the innkeeper at Gilded Vale: Pasca- *Missing 07_cv_gilded_vale_innkeeper 13* [Gilded Vale: Moderate Positive] With the same bug like dialogue options as with the weak wall in the dungeon. Kind Regards. Mackmor
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She says she'll help me find Thaos, but I'm pretty sure I had never even heard of Thaos in the game until that moment. Full dialogue: On that note, does anyone else think that the pacing for certain characters' "bonding" with you is a little off? I mean I had barely met Sagani a day ago and she's already going on about how I'm doing so much for her.
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Just started the game and what struck me first as a rather large inconvenience was the dialogue representation in the game. PoE apparently chooses to go the way Planescape: Torment did (as opposed to BG series) and along the regular dialogue replicas, it gives you also some fluff information around, describing the general circumstances (i.e. that you interlocutor shrugged or that he is looking at you very strangely or some such). Now I admit I am not a huge fan of this, however I respect this design choice. However I think it is implemented rather poorly. I beleive the fluff text and d
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Been playing for about two hours. Each time I'm hit with a dialogue option that has a stat or skill attached to it, I've found that when I choose it, nothing really happens. I mean in the sense that nothing really new opens up, no new dialogue, no special action that you wouldn't get had you not picked that special dialogue. Is this for the beta only or am I just not meant to really use that mechanic in Dyrford?
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Please discuss your thoughts, ideas, complaints, suggestions etc. on Pillars of Eternity here.
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This is more of a question. I initiated a conversation and I had the required might (stat) for the conversation option with the character I was using but the option was non selectable (red). Are all conversation options based off the main character you created or who initiated the conversation? Opinions/answers? Thanks a lot
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Ugh, want to make a poll but too lazy and can't think of anything right now. Harassed this thread about this for a bit, because I didn't want to make a topic on it. There's many ways for expression to take place in the game. A pixel can do a lot. Text, Animations, Voice and still pictures/portraits. All tools for a more "representative" experience of the expression the Companion (or your character) is doing. In the attachments below there are some Examples of what I'm flirting with. JRPG's and Anime use lots of "emoticon" stuff that might not completely belong in Project: Eternity (I'm
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I'm going to buy the game either way, but I'd like to know in advance which it is so I don't get my hopes up. When you interact and talk with NPCs in PE, will it be more like NWN2/Dragon Age/Mass Effect, with zoomed-in cutscenes? Or will it be more like the Infinity Engine games and NWN1, where you stay at the same view level and just have dialogue boxes pop up? I'm assuming the latter since it's probably a whole lot cheaper. On a related note, to what extent will there be voiceovers? Full voiceovers are probably out too, like cutscenes, right? So like the Infinity Engine games, we'll
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I already knew that The New Kid, a.k.a. "Sir Douchebag", would be a silent protagonist. However, I always took that to mean that, while the player character wouldn't have a VA, there would still be some kind of dialogue system - like in other Obsidian games. But, after watching the gameplay trailer, I'm not so sure anymore... To me, RPGs are all about interactive dialogue and moral choices. That's the reason I've never really liked jRPGs (okay, that's not completely true - I used to love them back in the mid-'90s, but that was a long time ago). I knew this game would have FF-esque combat when
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I request that [continue] choices in dialogues (i.e. when there are no 1, 2, 3 choices) be hotkeyed by pressing 1 rather than enter, or some other key closer to the horizontal numericals. Using 1-2-3-4 etc in dialogue feels like smooth sailing. But then all of a sudden there's that [continue]-dialogue and you must either move your mouse and click the button, or move your hand all the way across the keyboard to press enter.
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Just musing over a point that I've noticed while playing PST recently. I've played a lot of IE games and installed various mods as well. Different writers use a different style to accomodate describing actions / other narrative as part of the dialogue. Some use (parentheses), some use *asterisks*, some use traditional "speech in quotes". Just wondering how you prefer it to be handled. Examples: You'll have to pay for that! (her eyes dart between your party members, trying to keep you all in sight) 1. Ok, we'll pay 2. (Attack her) 3. (Run away) You'll have to pay for that!
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I'm sure "This is an idea I came up with" has become an automatic eyeroller of a phrase for many people on here, not least the developers themselves. Nevertheless, this is an idea I mentioned in a thread on the Wasteland 2 boards that almost immediately struck me as a good fit for PE, and people seemed to like it a lot over there, so I think it's worth copy-pasting. Probably worth noting that I was here assuming a hard threshold-based system of Speech checks, as in New Vegas. That may or may not be the case for PE, but I think at least some of this is still salient regardless. Oh, and F
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So I've been playing and replaying some of the older IE games and some other cRPGs these past few months and I've noticed that a lot of the riddles in the games are riddles that I couldn't remember the answers to many years later. I thought it was good fun having to figure out the answers again. However, as soon as I looked at the answer choices, the solutions were simple enough. All I had to do was pick the right choice (or reload and pick the right choice (or reload...)). Anyway, it would be nice if either on hard difficulty or as a game option, we would be able to type in the riddle ans
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At Chosen of Mystra they've got a guide on how to make a sound set (It is very easy, I made 2 in a weekend, I'll have to redo some, probably in the coming week for BGEE). I don't know how many sound files there was for Planescape: Torment but there is quite a few. Inspired by this thread ("Dialog mostly voiced?"). Making a double post/second post on what I'm voting. Don't forget to tell if the Poll is bad (with suggestions/feedback) so I can make it better before Edit time runs out!
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There's already a long topic about a pair of narrow areas of dialogue. But dialogue is a huge, broad topic with a lot to cover. The first is that, traditionally dialogue choices made presentable by things like a high intelligence score are automatically "better" than any other option. It's just a reward for you having that high int score, but it's not really interesting gameplay wise. Couldn't instead things like a high intelligence score open up previously unavailable option that might be an interesting viable option, rather than simply "better"? This brings up the question of who spe
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I don't remember what game it is... Star Wars: The Old Republic or Final Fantasy XI... might've been a different game too. Anyways, great log customization, I could have all of the combat log in one tab and all of the dialogue in another tab. Sometimes I dislike being interrupted in the midst of my adventuring with the banter pauses in Baldur's Gate. Is it possible to have a separate Log which handles Dialogue? Either by its separate window or a tab. I would like that a lot. Lots of Feedback! :D But to the point, being able to initiate dialogues whilst you are walking without a
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We've got a crowdfunded project with many many rpg veterans chipping in. I'm ready for some innovation and experiments. Here are some features of my imaginary, perfect 'Project Eternity', add your own below! Resting Spells/abilities regenerate instead of becoming unavailable after use until the party rests. The party acts at 100% efficiency when well rested, but gradually becomes more vulnerable and loses effectiveness in all skills when tired. Spells not only cost mana, but tire casters independently. The same holds true for physical skills without consuming mana. The party can rest anywh
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What kind of movement options will be available? Traditional point&click like in IE? WASD? Will there be a zoom? If so, any plans for an auto-zoom to show all party members? And what about the dialogue? Will it be a carbon copy of IE games or can we expect some innovation, like finding from the journal the dialogue that triggered that entry?
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I haven't seen any topic discussing this, so I'll start with some: - How good actions can create evil - The inability to solve all problems - Interaction with societies with different values - Contamination, environmental concerns - Cultural clashes - Characters with disabilities
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