Dialogue Framework For Expansion
Dialogue Framework RPG-style branching conversations for DayZ Expansion servers. Quest NPCs, traders and AI become characters — they greet the player, the player chooses what to say, and quests are offered and handed in through dialogue. All plain JSON in your profile folder Source & docs — Changelog — DialogueForge config editor Conversations Branching trees, one folder per NPC, or shared trees for characters who… (more)
Dialogue Framework RPG-style branching conversations for DayZ Expansion servers. Quest NPCs, traders and AI become characters — they greet the player, the player chooses what to say, and quests are offered and handed in through dialogue. All plain JSON in your profile folder Source & docs — Changelog — DialogueForge config editor Conversations Branching trees, one folder per NPC, or shared trees for characters who speak alike Several phrasings per line, picked at random each visit New conversations unlocked as the player finishes quests Responses shown or hidden by quest progress, or limited to a number of uses Or shown only while the player is carrying something, or only between two hours of the day Lines of any length, options that wrap, and options already read dim Quests A live quest list per NPC from real Expansion state Accept, decline and turn-in wording per quest Offer, hand over or take back a quest from any response, checked against Expansion's rules Item previews for rewards and requirements, and a 3D reward picker Visible cooldowns, and a back button on every quest screen Traders Traders talk before the shop opens, with trading one click away Each trader can have its own personality, even when several share a trader definition A trader can give a quest and take it back Works with traders spawned at runtime AI Full branching conversations with AI you've placed, voice lines and all Recruit them through dialogue, following Expansion's rules and optionally a finished quest Say the wrong thing and the patrol turns on you — hands up, weapon away or walking off calms them, and patrols can hold a grudge Up to 32 of your own AI factions: loadout, attitude to players, and who they fight Each one you can talk to has its own name, so two on the same patrol can be Kolt and Deen Reputation Reputation the player carries everywhere, saved per player Show or hide responses, change greetings or swap whole conversations by standing Each character can track its own standing, shown as a word, a number, or a face or thumb icon Finishing a quest can move reputation Whole factions keep one too — a single hand-in can please one faction and annoy three others A faction can turn on a player whose standing falls to a point you pick, and calm down when it climbs back A pop-up names who a choice pleased or annoyed A standing page in Expansion's book, in your own wording Languages Players read conversations in their own DayZ language, or pick one in the window Translations are separate files; anything untranslated falls back to your wording The mod's own text is translated into all 14 DayZ languages Make it yours Window position (nine presets or anywhere), size and colours set per server Thirteen built-in fonts at any text size — Inter, EB Garamond and Noto Serif cover Russian. Nothing to repack Or use a layout file of your own Optional hint icons, voice lines and NPC talking animation A settings button lets each player pick language, position, text size, scroll speed and pop-ups. Your colours and font stay yours DialogueForge — the config editor A free Windows app that writes these files for you. Start from the server you already have — it finds the traders, NPCs and AI patrols that can't talk yet and writes each a starter conversation Visual editor with a b
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