I've had a few instances where I am talking to a NPC, and there are conversation choices that seem to be present because I could have made different previous choices. I can only remember the most recent example clearly to give an example: I was talking to Wulbern (sp?) after I helped him escape by boat to the Inn. During the escape, I freely told him to sail away, and it was not during combat or anything. I just told him to sail to the Inn and I would meet him there. Later when I was talking to him at the Inn, one of the discussion choices was to call him a traitor for ditching me. Now in some playthrough due to choices I could have made, maybe this choice would have made sense, but in my playthrough it was utter nonsense.
I know it would take a lot of work, but it would be good to try to find ways to filter out some of these nonsense responses based on previous discussions/actions the players have taken.
Edit: To head off some people who may disagree with my suggestion, yes I realize if you hit up both of these in the same session then it's obvious that you shouldn't take the nonsense dialog options. However, for the more casual players, they might be coming into discussions with only a vague recollection of what happened with this storyline, and the presence of the nonsense options is going to make it very difficult for them to accurately track any semblance of a consistent narrative.
Last edited by Haggoroth; 14/08/23 05:23 AM.