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Addtional NPC Dialogue - Patch 2 #40353
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This file change is to add various lines of dialogue to the NPCs to diversify conversations and NPC interaction with the player.
Committed double spacing on Line 16. Co-authored-by: anothersimulacrum <[email protected]>
Committed double spacing on line 32. Co-authored-by: anothersimulacrum <[email protected]>
Committed double spacing on Line 181. Co-authored-by: anothersimulacrum <[email protected]>
Committed double spacings on Line 182. Co-authored-by: anothersimulacrum <[email protected]>
Committed double spacing on Line 183. Co-authored-by: anothersimulacrum <[email protected]>
Reviewed and committed suggested edits for required double spacing after full stops. |
Change of ' to ", on Line 1494, added seperator at end of Line 1492. Co-authored-by: Alexey Mostovoy <[email protected]>
Reviewed and committed suggested edits to include missing seperator, and a change of ' to " to end line of text. |
Formatted ellipses on line 182. Co-authored-by: Anton Burmistrov <[email protected]>
Added missing seperator on Line 177 Added double spacing after full stops on Line 205. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on line 206. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on line 210. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on Line 209. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on Line 1713. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on Line 1717. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on line 1755. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on line 1716. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing on Line 1754. Co-authored-by: Anton Burmistrov <[email protected]>
Removed full stop at end of dialogue on Line 323. Co-authored-by: Anton Burmistrov <[email protected]>
Added seperator at end of Line 345. Added double spacing on Line 346. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1426. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1427. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1447. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1448. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1507. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1449. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1460. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1478. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1493. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1518. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1519. Co-authored-by: Anton Burmistrov <[email protected]>
Added missing seperator in Line 1547 Reformatted ellipses in Line 1548. Co-authored-by: Anton Burmistrov <[email protected]>
Reformatted ellipses in Line 1564. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1567. Co-authored-by: Anton Burmistrov <[email protected]>
Added double spacing in Line 1697. Co-authored-by: Anton Burmistrov <[email protected]>
Fixed various (and numerous) formatting errors, mostly double spaces after full stops, a couple of missing seperators, and reformatting an ellipses here or there. |
Updated the <no_to_thorazine> and <yes_to_lsd> categories to ensure each line of dialogue references the respective drug, to avoid any confusion to the player.
Updated the <no_to_thorazine> and <yes_to_lsd> categories to have each line of dialogue reference the respective drug. |
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Looks great! Love the variety. Just a few small suggestions.
"You know what would make all this more bearable? Pink Tablets!", | ||
"An odd pink tablet from the ground? I don't see why not!", | ||
"Finally, something to take the edge off." | ||
"Finally, some Pink Tablets to take the edge off.", | ||
"Oh <swear!>, where did you find those Pink Tablets? How many more can you fit in your mouth?!", | ||
"Nothing compares to those Pink Tablets!", | ||
"No better way to escape the Cataclysm than popping a few of those Pink Tablets!" |
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Pink Tablets
isn't a proper name, tablets
should never be capitalized, and pink
only if it starts a sentence.
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I was going off the example present on Line 29, gramatically and contextually. I can make the change there if these commits are to be made. :)
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It's the name of the item, using the same format as what the item uses might be fine.
@@ -153,7 +177,10 @@ | |||
"Oh definitely, how about one of those beers I see on you? What's up anyway?", | |||
"Yeah you share those beers I see you hoarding and then we chat all you like! Only joking, what's up <name_g>?", | |||
"Hey <name_g>, I bet a chat would be all the sweeter with a nice, cold beer in hand. How's it going?", | |||
"While we chat, what say you we open a beer and just… pretend the world isn't ending, just for a while?" | |||
"While we chat, what say you we open a beer and just… pretend the world isn't ending, just for a while?", |
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How's about "While we chat, how's about we open a beer and just… pretend the world isn't ending for a little while?"
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This makes sense, I can update that.
"<swear!>, yeah, it's been some time since I've spoken to another human being. Sup?", | ||
"I'll try my hardest to talk, just a little shook up still.", | ||
"'Aight, sounds good! You keeping well, <name_g>?", | ||
"Yeah, alright. How you doing? Better than me I hope.", |
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Maybe better'n me
?
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Could work but I think it's fine either way, personally.
@@ -263,7 +315,18 @@ | |||
"nope", | |||
"fat chance", | |||
"bananope", | |||
"when hell freezes over" | |||
"when hell freezes over", | |||
"yeah, no.", |
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not sure how these are used, but will that .
mess anything up?
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You're right, it may look off in certain conversations. I'll make the change to remove the full stop!
"I'm outta here. Good luck to you.", | ||
"Time for me to split. Best of luck, <name_g>.", | ||
"Our fates are not intertwined. I must pursue my purpose, alone.", | ||
"Sorry, I think I'm a better solo act.", |
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"Sorry, I think I'm better as a solo act."
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I think either works here personally.
"Talk to you later.", | ||
"Let's continue this later, we have to keep moving.", | ||
"Alright, let's put this to be for now and make a move.", | ||
"We should hit the road for and talk later.", |
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hit the road for now
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Will fix this one.
"Alright, let's put this to be for now and make a move.", | ||
"We should hit the road for and talk later.", | ||
"We can talk later, for now we should get going.", | ||
"Ok, let's stop for now.", |
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stop the talk
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I think either is fine in this context.
"monstrosity", | ||
"denzien of hell", | ||
"unholy being", | ||
"creepy <swear> piece of <swear!>" |
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<swear!>
doesn't work in this context, it has things like damn
, damnit
, Oh sugar!
, etc. Maybe just throw another <monster>
in there: "creepy <swear> <monster>"
?
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Yeah, I can look at doing this and finding something ideal for this line.
@@ -1320,7 +1744,10 @@ | |||
"Somebody get some water!", | |||
"Fire, fire, FIRE!", | |||
"Get an extinguisher!", | |||
"Danger hot!" | |||
"Danger hot!", |
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"Danger! Hot!",
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I think this is meant to be a play on the term 'Danger Close', And if that's what it is, I think it can stay.
"Danger hot!" | ||
"Danger hot!", | ||
"The place is burning!", | ||
"Things are gonna get real hot if we don't put that fire out right stat now!", |
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either that fire out, stat!
or that fire out right <swear> now!
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This one was a bit of a reference to this clip. https://www.youtube.com/watch?v=zS4InRg9rE4
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Closing to cleanup PR queue. Feel free to resolve conflicts and reopen. |
Summary
Some additional dialogue for NPC's, for various situations and reactions.
This PR is based on my first attempt to add NPC dialogue, but I had tried to merge my own edited talk_tags file instead of editing the one in the CDDA Master. This was a mistake on my part 😬
As well as adding new lines of dialogue, I have updated some of the 'Hallucinatory NPC' dialogue for each line to reference the drug in question, to avoid confusing to the player.
Purpose of change
To add additional NPC dialogue as listed in the 'Help with development (List of easy jobs)'
Describe the solution
I have edited the talk_tags JSON file through a text editor to include extra lines of dialogue to diversify NPC conversations and battle chatter.
Describe alternatives you've considered
I could not find any feasible alternatives to editing an existing file to add extra lines of dialogue.
Testing
I tested the NPC dialogue with a new character on debug mode, and spawned various NPCs to see if they were using the new dialogue. I concluded that this does indeed work, but I had to make various edits to the JSON file to remove seperator commas on some lines which I had left in by mistake, causing the game to report the issues in the error log. Repeated testing continued in-game after any edits were made to ensure that the bugs had been fixed.
To best test this out for yourself, use the debug mode and give your head/torso at least 5000 health, as you will be dealing with angry NPCs (who are likely well armed!)
You can antagonize them by threating them, and they should should various lines/insults at you from categories present in the JSON file. You can also make the NPCs friendly too through the debug menu, as well as try other various tests to see how the passive dialogue is affected.
I also spawned enemy monsters to test the NPC reaction dialogue, and although the code works, there will be the odd unusual sentence, purely comprised of categories such as <name_b>, , <swear!>, and so on. I was aware that CDDA was occasionally prone to such oddities as this but the code itself seems to be in working order. I would encourage testing the aforementioned cases to see if you can replicate similar results, or get the game to throw and error. This would be my first contribution to the CDDA community, so I am happy to learn from more experienced contributors and assist them in making this as polished and professional as possible! If this goes over well, I would be happy to look at diversifying some of the dialogue further.
Additional context