Gherking wrote:Updated to separate Stranger dialogue into it's own esl (in the normal dialogue archive, just disable it if you don't want it) and fix struggling always being disabled. I'm going to focus on adding more new dialogue next, probably starting with special dialogue for when you reform someone or let them out - so if you have any interesting ideas for that, be sure and add them to the suggestions document in the main post!
After that I'll likely try to flesh out the player as prey dialogue, so also let me know if you have any suggestions for that.
After Downloading and spending the past ~4 hours brutalizing it and making it fully stand alone (not needing Reformationdialogue esp) some things to note:
1: uncertain if the change for the Devourment [vore] gate (FE###D3D) changes negates the DevourmentTopic_Phylactery entry
2: In StrangerResponse01 and StrangerResponse02, they each got one entry that belongs in the other (01: FE###8DB or if formid is wrong, then the "Oh we'll see how long you can hold it..." entry. 02: FE###8EA of if formid is wrong, "On that point you're right." entry. Looking at it in SEEdit so the dialogue part listed is shown under the 'name' tab.
Edit Update #1:
3: The FE###8EA script call is missing a _ (the TIF__MiaOverride has 2 _ instead of 1), unsure if other dialog options have the same issue
4: Don't know if my Brutalization caused an old bug to come back (for me). When you press G key to talk to your pred (strangers dialog) it tends to be overwritten by the default responses in devourment refactor, the fix I found I posted on Page 75 of Devourment Refactor thread (old version, easy to match since the responses are in StrangerResponse01 and the other in StrangerReponse02, the stranger faction rank check is what I went by this time to match it up, ie: _01_1 would be the entry that checks for the faction rank of 1)
5: some minor spelling errors, a 'He' somewhere (I forget where) has 2 Es (Hee), In the Innkeeper Dialog tree FE###840 (Aw geez...) Reponse#2 is missing a space between 'bite!' and 'Not'
Also found out a way to make SEEdit to do a better job at detecting and pointing out what references a file has towards a master if you're wanting to make it standalone:
Find the master you want to remove, delete everything in it (make sure to have a backup and don't save it at the end) then check for errors in what you want to make standalone, it'll then point out all the errors (the references) of every entry with near perfect precision to the master.I had to do that roundabout way because SEEdit would only keep saying that references existed and roughly where and not what they were when I was trying to make StrangerDialogue fully standalone for myself.