"That is very annoying, but the most annoying thing is that some people *cough* Fonline feel the need to make every shop keeper give you that type of dialogue, every time you talk to them. "

Problem is, we have a lack of good dialog writers and adding dumb paths to dialogues affords a little bit more handwork than in original Fallout scripts. But if you want to help... :P --Mr.Lexx 12:11, January 28, 2010 (UTC)

Input pleaseEdit

We could use more examples of SPECIAL, plus some ideas of how stats affect conversation. Links are also appreciated. - Dude101 22:48, April 26, 2010 (UTC)

What I really love to do, is using the barter skill, when it comes to the point where the player can talk with an NPC about his reward. If the skill check is successful, I usually go one of two ways: Either the NPC is happy about it and action A happens, or the NPC is not happy about it and action B happens. Regardless of A or B, the player gets a better reward, but the way the NPC reacts to the NPC from now on has changed.
Example: In FOnline: 2238 is a mini-quest, where the player can use his barter skill to affect his reward. If the check is sucessful, he gets more reward, but this time the NPC is not like "yes, bla bla, maybe you are right, it was great work!", he is "what? god damn, griefer..." So, the player gets more reward, but in the end, the NPC hates him, as he doesn't have much for himself. --Mr.Lexx(talk) 00:10, April 27, 2010 (UTC)