File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Assault.lsj Synopsis: Non-hostile NPC1 noticed a player assaulting non-hostile NPC2. NPC1 is not dealing with this crime (they are not the one initiating combat/calling for help), but they are reacting to it as a bystander.
0:0 - Face me! 0:1 - That's enough! 0:2 - Stand down! 0:3 - Hey! 0:4 - Watch it! 0:5 - Assault! Assault! uid: def71a34-066d-4e71-9017-b888ef711c4b === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_AttackedAnimal.lsj Synopsis: Non-hostile NPC1 noticed a player assaulting an animal/beast.
0:0 - You leave that creature be! 0:1 - What's wrong with you? 0:2 - That's enough! uid: 7c756c40-8c4f-4bd1-944a-decd105a6996 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_CriminalShapeshifting.lsj Synopsis: An NPC comments on a player shapeshifting/disguising/otherwise transforming while that player is wanted or being investigated for a crime. Normally, that player would be ignored for that crime from then on, but due to the NPC witnessing the transformation, they won't be. This dialog should make that clear. It will only trigger for non-GUARD NPCs (guards will arrest/interrogate them on sight).
0:0 - That disguise won't fool me! 0:1 - Guards! Someone! There's a fugitive in disguise here! 0:2 - I can see right through that disguise, criminal! uid: 7ef6f5b3-9472-df63-c728-a14b39c6e39a Node context: Generic crime dialogue - not to be recorded === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Distraction.lsj Synopsis: An NPC notices a distraction such as a minor illusion or a cat.
0:0 - What's that? 0:1 - Show yourself! 0:2 - Huh? uid: 7d7dadde-5012-ad4a-4e03-80c273e145b6 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_EscapedPrison.lsj Synopsis: NPC notices a prisoner is missing.
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_KilledAnimal.lsj Synopsis: Non-hostile NPC1 noticed a player killing an animal/beast.
0:0 - Having fun, are you? 0:1 - Don't know if that was necessary. 0:2 - What was the point of that? uid: 7defa7a0-d2a4-4ba3-a80f-2866cd747628 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Murder.lsj Synopsis: Non-hostile NPC1 noticed a player killing non-hostile NPC2. NPC1 is not dealing with this crime (they are not the one initiating combat/calling for help), but they are reacting to it as a bystander.
0:0 - Murderer! 0:1 - Murder! 0:2 - There's a killer here! 0:3 - Murderer on the loose! uid: 3862369d-7930-47df-acd2-e79ac3bb1669 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Pickpocket.lsj Synopsis: An NPC notices they have been pickpocketed
0:0 - Someone's been in my pockets... 0:1 - I've been robbed! 0:2 - Huh? Pickpocket! uid: 9d448fbd-6466-4d97-b395-17d6024ad171 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Polymorphed.lsj Synopsis: Non-hostile NPC1 noticed a player polymorphing non-hostile NPC2 into something like a chicken.
0:0 - Erm... are you all right? 0:1 - Wow. Impressive. 0:2 - You've changed. uid: 140103ff-819c-4086-afdc-deaa8b43360b === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Smelly.lsj Synopsis: An NPC notices another character that smells really bad.
0:0 - What is that stench? 0:1 - You smell like a latrine. 0:2 - Something reeks. uid: 549e47bf-f3e9-43d6-8286-4e558f7c8ebe === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Sneaking.lsj Synopsis: An NPC notices a player that was sneaking.
0:0 - Why are you sneaking around? 0:1 - Got something to hide? 0:2 - Stop that. uid: a8065599-bba5-4bf5-8588-bbeef9006d87 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_SummonAssault.lsj Synopsis: A player summon (which could be anything from a badger to a zombie) attacks an NPC
0:0 - Get your little pet away from me! 0:1 - Get that thing under control! 0:2 - Excuse you?! uid: 7ce8a615-1b39-4bda-a6ac-312f1db96353 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_SummonLootingCorpse.lsj Synopsis: An NPC notices a summon looting a corpse, and makes it stop (possibly attacking)
0:0 - Shoo! 0:1 - Get away from there! 0:2 - You! Stop that! uid: 9a001669-eb1d-4c7e-23ed-d63bcff76c9a === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_SummonMoveItem.lsj Synopsis: A player summon (which could be anything from a badger to a zombie) moves, uses, lockpicks or disarms an item owned by an NPC.
0:0 - Keep that thing on a shorter leash. 0:1 - Could you keep control of your beast? 0:2 - Hey - don't touch that. uid: 72aaaedb-a52c-4e49-8c32-dcb86bbdc5ac === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_SummonVandalise.lsj Synopsis: A player summon (which could be anything from a badger to a zombie) damages an item owned by an NPC.
0:0 - That's enough! 0:1 - Tch - are you kidding? 0:2 - If you can't control that thing, someone else will. uid: bd19e8af-642f-4483-862e-fa364bfa2e24 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Theft.lsj Synopsis: Non-hostile NPC1 noticed a player stealing an item owned by an NPC (NPC1 or someoneelse). NPC1 is not dealing with this crime (they are not the one initiating combat/calling for help), but they are reacting to it as a bystander.
0:0 - Thief! 0:1 - What? There's a thief on the loose! 0:2 - I've been burglarised! uid: 66276c7d-f348-4297-94c2-a8de9a85c71a - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime === END NODE ===
0:0 - Thief! 0:1 - What? There's a thief on the loose! uid: c44e6852-f13c-8657-60c4-01b940a2ef96 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_Vandalise.lsj Synopsis: Non-hostile NPC1 noticed a player damaging an item owned by an NPC (NPC1 or someoneelse). NPC1 is not dealing with this crime (they are not the one initiating combat/calling for help), but they are reacting to it as a bystander.
0:0 - What are you doing? 0:1 - Hey! 0:2 - Stop that! 0:3 - Leave that be! uid: 9d170e58-c445-4077-b34c-be8ee23d34d5 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_PickingUpItem.lsj Synopsis: A player moved an item, and the NPC is going to pick it up (they won't put it back in its original place, it will stay in their inventory).
0:0 - I'll keep my eye on this. 0:1 - This will be safer elsewhere. 0:2 - Won't let you out of my sight. uid: 1fa7fcca-45cc-43ff-81e7-73dec5030419 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_WaitingForGuards.lsj Synopsis: An NPC called for guards after a player committed a crime, and the guards are on their way. The NPC can see the player
0:0 - Guards'll be here any minute. 0:1 - You'll be sorry. 0:2 - Just you wait. 0:3 - Here they come. uid: 8428567d-74f7-8027-44b2-803db4ae87a1 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_WaitingForGuards_CriminalRunsAway.lsj Synopsis: An NPC called for guards after a player committed a crime, and the guards are on their way. The player has moved further away from the NPC (or out of sight) since the NPC called for guards.
0:0 - Run if you can! They'll get you in the end. 0:1 - You can't escape. You're done for. 0:2 - Having regrets, are we? uid: abdd8c43-7065-b874-733f-d38bfe56d330 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_WaitingForGuards_Timeout.lsj Synopsis: An NPC called for (remote/out-of-sight) guards, one was found and sent on their way by script, but they didn't arrive (or not in time at least).
0:0 - Hm. Where are they? 0:1 - Guess no one's coming... 0:2 - Guess there's no one around... uid: ff7fcff2-a7f2-1782-260d-e023fe921c20 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_WarnFriendlyFire.lsj Synopsis: A player hit a neutral NPC while the NPC was in combat. Different versions for first, second and third time this dialog triggers (after the third time, the NPC becomes hospital).
This dialog plays with a 40% chance when hitting a neutral during combat
0:0 - Point that somewhere else. 0:1 - I'm on your side. 0:2 - Watch it! uid: 54066bb7-e090-4435-b022-4a44d89c09e7 Node context: Said when the NPC is about to attack. He will always have had the final warning node first - 0 Check flag(s) (Object): true - GEB_Crime_AttackNeutralWarning - GEB_Crime_AttackNeutralWarningdescription === END NODE ===
0:0 - I won't tell you again. 0:1 - Try that one more time... 0:2 - Last warning. uid: ed50ac57-05f8-4027-848e-2bce3bc57269 Node context: Next time you attack this NPC in combat he will turn hostile. Keep in mind that the player might not have gotten any prior AD about assault since there's a random chance on it - 0 Check flag(s) (Object): true - GEB_Crime_LastNeutralWarning - GEB_Crime_LastNeutralWarningdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_WitnessedGuardKilling.lsj Synopsis: AD when someone witnesses the killing of a guard.
0:0 - Murder! They killed a guard! 0:1 - Help! One of the guards is down! 0:2 - Help! One of the guards is dead! 0:3 - A guard's been killed! uid: c5d94e44-007c-5528-cbc1-c4e1c184eb03 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_WitnessedGuardKilling_Combat.lsj Synopsis: Most important message: if the player leaves this NPC alive (e.g. flees from combat), the player will be attacked by sight by guards in this region from then on (because the NPC will report them to the other guards).
Summary: The player killed a guard during combat in a particular region (the Grove, Moonrise Towers, and eventually also the Goblin Camp, Haven, Wyrm's Crossing, Baldur's Gate proper). While that combat is ongoing, other allied NPCs in the combat regular play ADs at the start of their turn to warn the player that they will inform the other guards about this fact if they survive the combat (if they do survice, they will run out of sight and afterwards every other allied guard in the region will attack the player on sight).
0:0 - Sleep with one eye open - I've got a lot of friends with a lot of weapons. 0:1 - Killing one of us was a mistake. My friends and I will hunt you down. 0:2 - Murderer! Everyone will know what you've done here - I swear it! 1:0 - You won't get away with this - I'll make sure everyone knows your face! 1:1 - I'll see you plastered on every wanted poster for this! 1:2 - Murderer! Everyone will know what you've done here - I swear it! uid: e63411b3-5194-99f7-5935-7b8e87fc1d50 - 0:0 Tag: Guard - Used In Generics (GUARD tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_Checkpoints_AD_CancelFollow.lsj Synopsis: A player was being pursued by a checkpoint guard for passing the checkpoint without permission, but during that pursuit through some action of that player or another one, the player did get permission and the guard stops their chase.
0:0 - Hmph. Guess you're grand after all. 0:1 - Looks like you pulled some strings. 0:2 - Never mind. You're all right. uid: 86895d22-6abe-1a01-05a7-10140e06bf54 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Arrest.lsj Synopsis: An NPC wants to arrest a player for committing a crime (the NPC saw you commit the crime, or another NPC told them you did it). We have custom greeting nodes for the common crime types, and also fallbacks in case there is no prison, or in case this crime happens while the player was already in prison.
0:0 - Makes you wonder how many traps I placed before you spotted me... 0:1 - This trap is nothing compared to what I can do to you. Go on, try me. 0:2 - You'll wish that trap had caught you by the time I'm done with you. uid: 0077b7a5-2a9d-f4c6-3f12-c51f7758128d = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_CRIME_PlacedTrap - Crime reaction to the player placing a trap (magical or conventional) > null
0:0 - Just checking you were paying attention. Good job - you passed! 0:1 - You're telling me you've never placed the odd trap? A misdemeanor, nothing more. 0:2 - No harm done. I'll just pick it up and be on my way. uid: 00b8cbb2-a412-8b58-e97b-09e48380aec3 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_CRIME_PlacedTrap - Crime reaction to the player placing a trap (magical or conventional) > null
0:0 - *Someone caught you stealing. Best give them a good reason not to kill you.* uid: 0237f42f-136b-d698-b441-1401b10a490c - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft - 1 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) > null
null uid: 03cc3c28-536c-ab98-81df-9b7173376b0c - 0 Check flag(s) (Object): true - GEB_Crime_Charmed - Crime reaction to being charmed > null
0:0 - But locks were made to be opened. Otherwise they wouldn't have a key. 0:1 - Locked. Unlocked. It's easily fixed. No harm done, is there? 0:2 - You know us spellcasting types. Can't help showing off. uid: 03ec0a8d-c2b0-ae2a-50ce-879534f7ca80 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_KnockSpell - Crime reactiont to Knock spell > null
0:0 - *You managed to talk your way in - no easy feat.* 0:1 - *You've been granted free passage. What you do with that privilege is up to you.* 0:2 - *Congratulations - you've convinced them to give you access. Now what?* uid: 08f50728-db01-3d51-7374-9e1a93feb588 - 0 Set flag(s) to (Object): true - GEB_Crime_ConvincedTrespassAllowedPermanently - Convinced NPC that you're permanently allowed in the current trespassing zone (through persuasion, bribe, ...) true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - Personally, I think it looks better like this. 0:1 - Aren't we all broken, one way or another? That's called living. 0:2 - No need to go causing a fuss over a little accident, is there? uid: 0ee371dd-ddc5-69a5-6eec-400ecf1a1ac9 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription > null (roll sucessful) > null (roll failure)
0:0 - *It seems thievery is not permitted here. Unfortunately for you, killing thieves is positively encouraged.* 1:0 - *Your light fingers were too heavy this time - you've been caught stealing. What will you do?* uid: 127ee202-04ce-49c6-d7d1-76fa62991798 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - I was swatting away an insect - any contact was entirely accidental. 0:1 - Someone cast a spell on me! They're the one you should be hunting down! 0:2 - We weren't fighting. I was merely demonstrating a new martial technique. uid: 144d1ed9-f8f8-b586-ee78-ed05d544d254 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription > null
0:0 - My apologies. I seem to have taken a wrong turn... 0:1 - You mean this isn't the shrine of Oghma? I knew that map was dodgy... 0:2 - Would you look at that - my map's upside down! I should have turned right at that crossroads... uid: 174692c7-0e75-820d-90d9-73e0f9259c5e = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Trespassing - Crime reaction to trespassiong > null (roll sucessful) > null
0:0 - *Your spellcasting has angered one of the guards. You're headed for the cells.* 1:0 - *Your spellcasting has caught this guard's eye. Time to explain yourself, or face the consequences.* 1:1 - *You were caught casting a forbidden spell. This guard's come to make sure you don't do it again.* uid: 17bfe373-2957-2491-b293-26db33040748 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Polymorphed - Crime reaction to being polymorphed true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription > null
0:0 - I wasn't casting a spell. That was just a trick. Good, wasn't it? 0:1 - Just testing your reflexes, keeping you sharp. I'm impressed. 0:2 - I was trying to help. Now you'll never see the benefits of my little spell. uid: 19711bbb-c124-e1a9-f6dc-5f3cc3fcf037 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Charmed - Crime reaction to being charmed > null
0:0 - *It may have been unwise to reveal just how much gold you have on your person.* 0:1 - *Your bribery attempt has caused some offence. Violence it is.* 0:2 - *Some guards would appreciate your generosity, but not this one. This one prefers old-fashioned justice.* uid: 19f11af4-cedf-4536-a16f-4d7a53ba7584 - 0 Set flag(s) to (Object): true - GEB_CharismaDisabled - Do not allow bullshitting your way out of a crime. true - GEB_BribeDisabled - GEB_BribeDisableddescription
0:0 - *You should explain your vandalism, before anything else gets broken. Like your skull.* 0:1 - *What a coincidence: you like breaking items, this guard likes breaking teeth. Choose your next move carefully.* 1:0 - *Your destructive tendencies have attracted the attention of the guards. Do you have anything to say for yourself?* 1:1 - *Destruction of property is a dangerous hobby. This guard has come to remind you of that.* uid: 1a6c1cb6-425c-4d5b-eaa9-76b8778e2e65 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription > null
0:0 - *Lockpicking is one way to enrage a guard. This one seems about ready to teach you a lesson.* 1:0 - *You were seen picking a lock. Prison guards are rarely happy to let such behaviour slide.* uid: 1c9bdb8c-7872-70c8-cf15-37b4cde53143 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - IsInPrison - IsInPrisondescription true - GEB_Crime_Lockpicking - Crime reaction to lockpicking > null
0:0 - *Setting a trap is one way to enrage your captors. Your incarceration could be heading for a swift and violent end.* 1:0 - *Setting a trap in prison was a bold move. Avoiding a return to your cell will require similar confidence.* uid: 1ebf7898-461f-629c-1f08-ebfcd9535623 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_CRIME_PlacedTrap - Crime reaction to the player placing a trap (magical or conventional) true - IsInPrison - IsInPrisondescription > null
0:0 - I'm here for a routine inspection. I'm sure your superiors will be very interested to know that you tried to deny me entry. 0:1 - This is my place now. If you don't leave now, you won't leave at all. 0:2 - That uniform of yours will make a very tasteful bodybag, if you don't get out of my way. uid: 1f054734-92ee-a885-5665-69cc1e9bf45a = Roll SkillCheck Intimidation (Charisma) Difficulty: 1c4df4a7-2816-48af-a670-9691711e9e37 = > null
0:0 - *Starting fights in prison is bad for your health. Especially if this guard has anything to say about it.* 1:0 - *Violence amongst prisoners is not tolerated. It looks like you're about to learn that the hard way.* uid: 22d5030b-2d5c-1548-e50a-0b197ef9346e - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription true - IsInPrison - IsInPrisondescription > null
0:0 - *You've been caught stealing. This guard looks ready to cut your sentence violently short.* 1:0 - *You've been seen stealing from your cell. It's a low point, but this guard might be about to make things even worse...* uid: 24a13362-e15b-f288-b805-ae2f165845cf - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft true - IsInPrison - IsInPrisondescription > null
0:0 - You really want to challenge someone you think is capable of murder? 0:1 - Me - a killer? That would make me very dangerous indeed, wouldn't it? 0:2 - If I committed murder, I guess I'd have to kill any witnesses, wouldn't I? uid: 259fd15e-4ee7-13a6-1dd8-f4c516e9ac86 = Roll SkillCheck Intimidation (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - That's a protective trap. It's for your own protection. 0:1 - I assure you that trap is completely harmless. Merely a deterrent. 0:2 - A decorative replica only. I thought the place needed sprucing up. uid: 2a543f55-79c1-55c8-8268-80672f8b2a4f = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_CRIME_PlacedTrap - Crime reaction to the player placing a trap (magical or conventional) > null
0:0 - *You attacked someone. Only the guards are allowed to do that, as this one is about to demonstrate...* 1:0 - *Violence isn't tolerated in these parts. Unless it's required to deal with a criminal like you...* 2:0 - *You were seen committing an assault. This guard appears ready to respond in kind.* uid: 32f6fe02-60ae-0f9b-2e9b-f877afba6eec - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription > null
0:0 - You really want to challenge someone you think is capable of murder? 0:1 - Me - a killer? That would make me very dangerous indeed, wouldn't it? 0:2 - If I committed murder, I guess I'd have to kill any witnesses, wouldn't I? uid: 366057ff-fa08-809e-bfc2-95c2548bbe88 = Roll SkillCheck Intimidation (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse > null
0:0 - *You've been seen causing trouble. Unfortunately for you, this guard likes causing trouble too.* 1:0 - *Your wanton criminality is attracting attention. Perhaps you should defuse the situation, before things turn ugly.* uid: 381adac5-9d34-8032-4cd7-e69646d68766 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription > null
0:0 - *Getting caught setting that trap was a dangerous move. Resisting imprisonment may prove fatal.* 1:0 - *Setting that trap has earned you a trip to the cells. This guard appears more than ready to escort you.* uid: 3cded11e-d0c6-1a36-c841-cf29ff623182 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_CRIME_PlacedTrap - Crime reaction to the player placing a trap (magical or conventional) > null
0:0 - Attack. uid: 3f0eaf2e-12eb-4384-aa88-0519146f63e0 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Picking locks isn't good for your health. This guard's about to make sure of it.* 1:0 - *You were seen picking a lock. Now this guard's picking a fight.* uid: 41d5c91c-c14a-1957-c4d8-51b44aeb43c0 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - GEB_Crime_Lockpicking - Crime reaction to lockpicking > null
0:0 - Dangerous little things, lockpicks. Could wreak havoc on, say, an eyeball. 0:1 - Lockpicking is only my second-favourite hobby. Killing interfering busybodies is my favourite. 0:2 - Want to find out what else I can do with a lockpick? You won't like it. uid: 46480864-907b-33e5-915d-becc3266cc18 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Lockpicking - Crime reaction to lockpicking > null
0:0 - *You were seen killing someone. Best explain yourself, before you're added to the body count.* 0:1 - *Your murderous actions have given this guard the perfect excuse to eviscerate you. Any last words?* 1:0 - *Murder is forbidden. Unless you're a guard, in which case it's called meting out justice. You're about to pay for your crimes.* uid: 4d7af9dd-324a-a670-31e2-16eec71a85c5 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - *Killing someone is one way to get a guard's blood pressure up. You're destined for the cells, if you're lucky.* 1:0 - *You murdered someone in view of a guard. Perhaps unsurprisingly, you're under arrest.* uid: 4de440fb-d640-9aeb-9fe0-cbf4078d8118 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - Do you really care if the odd trinket goes missing? 0:1 - Why bother yourself over a missing item or two? You're a busy individual - this is beneath you. 0:2 - Since when is it a crime to admire fine craftsmanship? I just wanted a better look. uid: 4fb24199-b5b9-fe08-08fc-39737a418d09 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - I wasn't casting a spell. That was just a trick. Good, wasn't it? 0:1 - Just testing your reflexes, keeping you sharp. I'm impressed. 0:2 - I was trying to help. Now you'll never see the benefits of my little incantation. uid: 535b3d3e-ff76-503f-7b3c-71d5eb758af3 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Polymorphed - Crime reaction to being polymorphed > null
0:0 - It was like that when I got here! 0:1 - It was actually made like that in the first place. It's an Amnian technique. Very unusual. 0:2 - I was trying to save it, but I was too late. uid: 55e735c6-40ef-ad54-2138-78af8f94a5f9 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription > null (roll sucessful) > null (roll failure)
0:0 - *They believe you - for now. But something tells you they won't be so receptive to your charms again.* 0:1 - *You're free to go - this time. But next time, you won't be so lucky.* 0:2 - *You've convinced them, for now. But transgress again, and no amount of talking will get you out of trouble.* uid: 57da4bf3-7383-d8a3-56c9-6f363956b301 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your vandalism has disturbed a guard. It appears you might be the next thing to get broken.* 1:0 - *Vandalising your captors' property is one way to get yourself in trouble. Now would be a good time to explain yourself.* uid: 59d49187-25eb-04a8-b2a2-f1d2b3b3b5f0 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription true - IsInPrison - IsInPrisondescription > null
0:0 - There was something stuck in there. I was cleaning it out for you. 0:1 - This isn't a lockpick, it's a toothpick! I was just freshening up. 0:2 - I was merely admiring the metalwork. I'm something of a locksmith myself. uid: 5b3dcefb-04d5-9bed-8b9f-6393638fe0b7 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Lockpicking - Crime reaction to lockpicking > null
0:0 - *You try your best, but your best just isn't good enough.* 0:1 - *The guard is impassive. Your little speech was unconvincing.* 0:2 - *Usually this is the point where the guard leaves you alone. But not today.* 0:3 - *If your intention was to make things worse, you certainly succeeded.* uid: 5d7806bb-a0f7-7809-2b42-1a7758f896f1 - 0 Set flag(s) to (Object): true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > null
0:0 - It's me - your old friend [GEN_PlayerName_c11eee1e-7815-6143-7233-f2427799fa53]! You wouldn't shut the door on a friend, would you? 0:1 - I've been sent to join the patrol, there have been reports of someone trying to sneak in. 0:2 - Why are you looking at me like that? I live here. uid: 5ffb0693-901e-1d28-493b-60db57fb4c7a = Roll SkillCheck Deception (Charisma) Difficulty: 1c4df4a7-2816-48af-a670-9691711e9e37 = > null (roll sucessful) > null
0:0 - *A quick transaction, and your problem is miraculously resolved.* 0:1 - *A gift of gold, and just like that, your troubles are over.* 0:2 - *You wonder if all your problems could be so easily solved. For now it's enough to have solved this one.* uid: 605340ef-5446-464b-b6cc-59694515f9a5 - 0 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - TeleportOutOfTrespass - TeleportOutOfTrespassdescription true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - No need to fret over a harmless little charm, is there? 0:1 - Everybody's casting that spell nowadays. It's all the rage out in Elturel. 0:2 - It's not like that spell does any real harm. Just makes you feel a bit funny. uid: 6162d77f-1524-b669-17ce-db0ae647cc17 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Polymorphed - Crime reaction to being polymorphed > null
0:0 - Just a bit of harmless fisticuffs. Nothing for you to worry about. 0:1 - Let's not be hasty. No sense causing a fuss over a little disagreement, is there? 0:2 - Please. That was barely a scuffle. No need to overreact. uid: 626d26f1-b2ac-2ba2-57ca-065b7ec8006c = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription > null
0:0 - *In some places, a spell like that would get you arrested. Here, it seems, it gets you killed.* 1:0 - *Casting a spell like that is dangerous business. When a guard sees you do it, it's usually fatal.* uid: 62b86199-19af-a40c-3dde-00b62ecc78da - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0:1 Tag: BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Check flag(s) (Object): true - GEB_Crime_Polymorphed - Crime reaction to being polymorphed > null
0:0 - Interrupt me again, and my next spell will have you eating worg dung like it's a Midwinter feast. 0:1 - I know just the spell for interfering busybodies. How do you feel about excruciating pain? 0:2 - Mutter guttural syllables as though placing a particularly vile curse. uid: 641dac38-57e7-b74a-b281-45e16d275e3d = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Polymorphed - Crime reaction to being polymorphed > null
0:0 - *That spell is against the rules. This guard is about to teach you what happens to rule-breakers.* 1:0 - *Perhaps that spell was an unwise choice, given your current incarceration. This guard clearly thinks so.* uid: 6559dca2-e1fc-3388-d2d5-9d3ad1f96f89 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Polymorphed - Crime reaction to being polymorphed true - IsInPrison - IsInPrisondescription > null
0:0 - I was trying to help! Alas, I got here too late... 0:1 - Shhh. Can't you tell when someone's taking a nap? 0:2 - There's something... unnatural about this body. Get yourself to safety - I'll handle it. uid: 6e8c34da-81bf-bd94-493c-32a02dc14493 = Roll SkillCheck Deception (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - Keep accusing me, and the next thing getting broken will be that loose jaw of yours. 0:1 - Must have been an accident. Careful - you might have one yourself... 0:2 - That was just for starters. Back off, or you're next. uid: 730214d5-adfc-5a58-6a82-6a73307f0101 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription > null (roll sucessful) > null (roll failure)
0:0 - I was trying to help! Alas, I got here too late... 0:1 - Shhh. Can't you tell when someone's taking a nap? 0:2 - There's something... unnatural about this body. Get yourself to safety - I'll handle it. uid: 748a2547-8cbc-7188-d12b-1dc1ea8db394 = Roll SkillCheck Deception (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse > null
0:0 - If you're so concerned it's working, why not test it yourself? I insist. 0:1 - This trap is nothing compared to the pain I'll inflict if you don't back off. 0:2 - Let's test it on you, shall we? uid: 77931551-364a-1f40-ca3c-31dd98d6d81b = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - *It's wise to check the content of your purse before offering it to others.* 0:1 - *It's customary to possess gold in order to bribe someone with it.* 0:2 - *You don't have the gold to buy your way out of this situation.* uid: 7a752f2b-4714-4f07-90d2-40d8a1f048fc - 0 Set flag(s) to (Object): true - GEB_CharismaDisabled - Do not allow bullshitting your way out of a crime. true - GEB_BribeDisabled - GEB_BribeDisableddescription
0:0 - I'll take whatever I want, and you're not going to do a thing about it. Understood? 0:1 - I'm happy to take something else. Your head, for example. 0:2 - What's worth more to you - getting this back, or leaving here alive? uid: 7cdc30f2-addc-a2f0-587a-5bbd45656e95 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - *You're being arrested for assault. Judging by the look on this guard's face, you're getting off lightly.* 1:0 - *You were witnessed assaulting someone. You're headed for the cells.* uid: 870e9775-bc7f-eaec-b001-dee8fb7fac8c - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription > null
0:0 - *You're free to go. But you know that you're being watched. It would be wise not to slip up again.* 0:1 - *You've avoided any further trouble. Let's hope it stays that way.* 0:2 - *The guard appears convinced. There's no need to take this further.* 0:3 - *You managed to get away with it. Better not try your luck too often.* uid: 8c548005-1f1f-4380-f4eb-10c024007812 - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - Did I cast the wrong spell? I was trying to fix the lock, not open it. 0:1 - I thought you wanted it unlocked? My mistake. 0:2 - What spell? That was just a trick of the light. uid: 91a4abbe-4f03-dff9-60d9-48b84e08f7e5 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_KnockSpell - Crime reactiont to Knock spell > null
0:0 - *You've been caught admiring the cells. Perhaps you'd care to try one out for yourself?* 1:0 - *Trespassing in a prison is one way to get yourself arrested. At least you won't have far to walk.* uid: 92e51789-7c7f-3398-5aa2-d96ef2858717 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Trespassing - Crime reaction to trespassiong true - IsInPrison - IsInPrisondescription > null
0:0 - This only ends two ways - you leave me alone, or you die. What will it be? 0:1 - What is it you're accusing me of? Tell me, while you still have a functioning jaw. 0:2 - Turn around and walk away. Trust me - you'll live longer. uid: 9306ab3a-0c5d-ff9c-e553-983e03f3c25e = Roll SkillCheck Intimidation (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse > null
0:0 - *Your vandalism is causing considerable anger. It seems this individual is more than ready to put a stop to you.* uid: 9b47878c-89db-ba8f-8524-e64521cbe8c8 - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription - 1 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) > null
0:0 - Try to buy your way in. ([GEN_CheckMagicPocketGold_2_463b0f43-5410-412d-aba3-875cf81c38ca]) uid: a18ce013-cb8b-1b7c-ee6b-4bb40573041c - 0 Check flag(s) (Object): true - GEB_Crime_TrespassCanConvincePermanently - It is possible to convince an NPC that you're permanently allowed in the current trespassing zone (through persuasion, bribe, ...) true - GEB_Crime_Trespassing - Crime reaction to trespassiong - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *You've been caught trespassing. This guard seems determined to ensure you never make that mistake again.* 1:0 - *You're stopped by a guard. It seems your presence here is forbidden.* uid: a331ac50-3ca8-265a-a430-ae4322d7e341 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - GEB_Crime_Trespassing - Crime reaction to trespassiong > null
0:0 - Acquiesce and follow to prison. uid: a51f5dc5-5561-4108-9a65-cad5b547a9e5 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - Allow_Arrest - Allow_Arrest description true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. === END NODE ===
0:0 - *There isn't enough gold in the world to undo the sight of a corpse.* 0:1 - *A suspected murder is not something you can bribe your way out of.* 0:2 - *Tempting as it is, the guard will not accept a bribe in this case.* uid: a73a3733-d111-e82f-88a5-e58ce79c5767 - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: a83da5f7-ad9e-ff15-e309-6891d42ee3ee - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - TeleportOutOfTrespass - TeleportOutOfTrespassdescription true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - What if I say I'm very, very sorry? 0:1 - You seem the merciful type. Can we let this one go? 0:2 - I'm sorry - nobody taught me any better. You've shown me the error of my ways.
uid: a981e182-651a-ddbc-9512-d16191551b80 = Roll SkillCheck Persuasion (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse > null
0:0 - *You're being arrested for thieving. Unless you can find a way to settle this here and now.* 1:0 - *You're being arrested for theft. If you have a defence, make it now.* uid: ae6250d0-2005-dcb3-24ef-a37f4d0b879b - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - *You were seen disarming a trap. That's the kind of behaviour that will see you locked up. Or dead. Your choice.* 1:0 - *Disarming someone else's trap is a one-way ticket to the cells. This guard seems more than willing to escort you.* uid: af4345cf-512e-a3d5-b822-4d56a00f193e - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - *Setting traps requires a subtle hand. This guard's punishment for you will require no subtlety whatsoever.* 1:0 - *Getting caught setting a trap was the easy part. Getting away with it will be more of a challenge.* uid: b4172a41-f0cf-21f7-4d65-097741132e12 - 0:0 Tag: Guard - Used In Generics (GUARD tooltip) - 0 Check flag(s) (Object): true - GEB_CRIME_PlacedTrap - Crime reaction to the player placing a trap (magical or conventional) false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription > null
0:0 - I'm an innocent bystander! Honest! 0:1 - I saw the criminal - they went that way! 0:2 - I was just testing your observational skills. Congratulations - your eyesight is in full working order. uid: b4317bb1-2914-83da-72c1-8832884d9345 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): false - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription false - GEB_Crime_KnockSpell - Crime reactiont to Knock spell false - GEB_Crime_Polymorphed - Crime reaction to being polymorphed false - GEB_Crime_Charmed - Crime reaction to being charmed false - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse false - GEB_Crime_Trespassing - Crime reaction to trespassiong false - GEB_Crime_Theft - Crime reaction to Theft false - GEB_Crime_Assault - GEB_Arrest_Assaultdescription false - GEB_Crime_Murder - Crime reaction to murder false - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse false - GEB_Crime_Lockpicking - Crime reaction to lockpicking false - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - I think it's you who's found themselves in the wrong place. 0:1 - Let me be, or you won't live to regret it. 0:2 - You should be asking for my permission to be here. You're. In. My. Way. uid: b54f8f1b-1f77-a8e1-2698-85685bb021b0 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Trespassing - Crime reaction to trespassiong > null
0:0 - It was a trap?! I could have been hurt! 0:1 - A faulty trap's been reported. I think it's this one - best keep your distance. 0:2 - Just admiring the mechanism. Nashkel-made, if I'm not mistaken. uid: b55eb75e-379d-fd3c-6efc-8577a774e928 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - Isn't it safer for everyone if this trap is disarmed? Including you? 0:1 - What's one little trap? I'm sure you have plenty more. 0:2 - Why do you even need this trap? Surely you're strong enough to deal with troublemakers yourself? uid: b567c1aa-9287-2b8d-59ce-1064a2cbe2fc = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - *You couldn't disarm the trap, but you alarmed this guard. Careful - you might get hurt.* 0:1 - *Disarming traps is dangerous, but angering guards can be deadly. What will you do?* 0:2 - *Disarming traps requires skill and finesse. Getting the attention of this guard required neither.* 1:0 - *You've been spotted interfering with a trap. Tread carefully. This guard looks every bit as dangerous.* uid: bb117029-5a46-9cc4-a636-a05becfe5db1 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - No need to fret over a harmless little charm, is there? 0:1 - Everybody's casting that spell nowadays. It's all the rage out in Elturel. 0:2 - It's not like that spell does any real harm. Just makes you feel a bit funny. uid: bfd7532c-20fe-feda-af0c-357cd2f96999 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Charmed - Crime reaction to being charmed > null
0:0 - *You were seen interfering with a trap. This guard is ready to teach you what happens to prisoners who do that...* 1:0 - *You've been seen disarming a trap. Your incarceration could be heading for a swift and violent end.* uid: c5d1f820-a7c5-8e99-6940-8a1c39c293ce - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - IsInPrison - IsInPrisondescription true - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - What is it you're accusing me of? Tell me, while you still have a functioning jaw. 0:1 - Turn around and walk away. Trust me - you'll live longer. 0:2 - This only ends two ways - you leave me alone, or you die. What will it be? uid: c74ff536-a1d7-f938-7c2e-bbb186e7cc26 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): false - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription false - GEB_Crime_KnockSpell - Crime reactiont to Knock spell false - GEB_Crime_Polymorphed - Crime reaction to being polymorphed false - GEB_Crime_Charmed - Crime reaction to being charmed false - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse false - GEB_Crime_Trespassing - Crime reaction to trespassiong false - GEB_Crime_Theft - Crime reaction to Theft false - GEB_Crime_Assault - GEB_Arrest_Assaultdescription false - GEB_Crime_Murder - Crime reaction to murder false - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse false - GEB_Crime_Lockpicking - Crime reaction to lockpicking false - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
0:0 - Since when is borrowing a crime? 0:1 - This belongs to me! How dare you accuse me of stealing it?! 0:2 - This item was stolen from me! If you'd done your job I wouldn't need to retrieve it! uid: cd230719-b892-df89-0b78-d474945064f4 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - Unlocking a lock can hardly be a crime. They're supposed to do that! 0:1 - Do you really want to go to all this trouble over a bit of lockpicking? 0:2 - Far worse goes on around here than lockpicking. Shouldn't you be focused on that? uid: ce94f72f-1d6f-252e-e9ad-94ae6888f3ea = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Lockpicking - Crime reaction to lockpicking > null
0:0 - Psh. That wasn't a fight. Want to see what I'm really capable of? 0:1 - Unless you want to be next, I suggest you turn around and walk away. 0:2 - Go on. Try me. I'm finished warming up. uid: d34292f0-53a5-3599-70af-4d1d3bc15d44 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription > null
0:0 - *This area is off-limits. Perhaps the guard can be convinced otherwise.* 1:0 - *This is a restricted area. Time to explain yourself, or this guard will be restricting you to a cell.* uid: d477c7f7-71b8-1360-548c-b2279cf4683a - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Trespassing - Crime reaction to trespassiong > null
0:0 - *This guard seems rather put out. If locking you up hasn't worked, perhaps a more violent solution is required.* 1:0 - *Even in prison, your criminal impulses are enough to anger the guards. You might want to explain yourself.* uid: d5d23711-78eb-4ca7-9050-9099f3c1659c - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - IsInPrison - IsInPrisondescription > null
0:0 - *Your murderous impulses have caught this guard's attention. It seems your sentence is about to get cut short. As are you.* 0:1 - *You were seen killing someone. Perhaps unsurprisingly, this guard wants a word.* 1:0 - *Even imprisonment isn't enough to quell your murderous urges. Getting killed might be, though.* 1:1 - *You killed another prisoner, and judging by the look in this guard's eye - you're about to be executed for it.* uid: daf171e2-386b-d001-6138-2cd353361409 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - IsInPrison - IsInPrisondescription true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - Look - people like you and me don't need to waste our time debating who's where and why. 0:1 - What even is trespassing, when you think about it? It's just 'being in a place'. Where's the crime in that? 0:2 - Haven't you ever been turned around on your way to a date with destiny? uid: de49b4c6-4edb-b816-b82f-126462bd05a0 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Trespassing - Crime reaction to trespassiong > null
0:0 - *There's a time and a place for smashing, but it appears this isn't it. You're getting locked up.* 1:0 - *You were seen vandalising someone else's property. Now would be a good time to justify your actions.* uid: e0250e1d-1de9-3484-7747-9fe50deaec3b - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription > null
0:0 - Do you see any blood on these hands? I'm an innocent witness. 0:1 - It was self-defence - I was being attacked! 0:2 - Do I look like a killer to you? I was raised better than that. uid: e17c8f47-5f1b-d114-c774-d5af476bbf96 = Roll SkillCheck Persuasion (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - *Are there any doors that gold can't open? Perhaps, but not this one. You may enter as freely as you please.* 0:1 - *Your pockets lightened, you are permitted to enter.* 0:2 - *Trespassing? What trespassing? You were always welcome here.* uid: e555fd2e-6d82-fd30-39f1-fce836cd4b96 - 0 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment_2 - GEN_TransferNPCPayment_2description true - GEB_Crime_ConvincedTrespassAllowedPermanently - Convinced NPC that you're permanently allowed in the current trespassing zone (through persuasion, bribe, ...) === END NODE ===
0:0 - *Your violent behaviour is proving unpopular. Tread carefully, or things may get out of hand.* uid: e70cd6fd-603c-dcab-8eaa-9520425e7933 - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription - 1 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) > null
0:0 - I was trying to help! Alas, I got here too late... 0:1 - Shhh. Can't you tell when someone's taking a nap? 0:2 - There's something... unnatural about this body. Get yourself to safety - I'll handle it. uid: ea4bf0dc-b3af-5078-f41e-07f7bef41b82 = Roll SkillCheck Deception (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse > null
0:0 - That's not the only spell I know. The other ones are much more dangerous. 0:1 - For my next trick, I'll be unlocking the contents of your skull. 0:2 - Interrupt me again and you'll be needing that spell to open your jaw. uid: f40f0a74-cb99-b5b8-f231-5d83e28dff78 = Roll SkillCheck Intimidation (Intelligence) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_KnockSpell - Crime reactiont to Knock spell > null
0:0 - *You've been caught lockpicking. Better surrender, or risk losing your hand.* 1:0 - *This guard caught you picking a lock. Perhaps you'd like to try the lock of your very own cell?* uid: f8baf7b2-e543-62cd-6ee0-be651eabd66f - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. - 0 Check flag(s) (Object): true - GEB_Crime_Lockpicking - Crime reaction to lockpicking > null
0:0 - I know just the spell for interfering busybodies who get in my way. How do you feel about excruciating pain? 0:1 - Interrupt me again, and my next spell will have you eating worg dung like it's a Midwinter feast. 0:2 - Mutter guttural syllables as though placing a particularly vile curse. uid: f8ddaed5-ee9d-7eb8-d6c7-b37056c978a4 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): true - GEB_Crime_Charmed - Crime reaction to being charmed > null
0:0 - Just a quick look around won't hurt anyone. You won't even know I was there. 0:1 - Look at me - do I look dangerous? 0:2 - Better act as if I'm allowed to be here rather than admit you let me get this far. uid: fa696e50-9789-b147-36dd-c54dbd71630f = Roll SkillCheck Persuasion (Charisma) Difficulty: 1c4df4a7-2816-48af-a670-9691711e9e37 = > null
0:0 - *Should you transgress again, your efforts to talk yourself out of trouble will be of little use.* 0:1 - *Should you attempt such a feat again, you will find yourself on the deserving end of justice.* 0:2 - *Best not try that again lest your actions speak louder than your words.* uid: fabeaff5-f804-2c61-9372-1589fa23c2af - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts === END NODE ===
0:0 - Do you see any blood on these hands? I'm an innocent witness. 0:1 - It was self-defence - I was being attacked! 0:2 - Do I look like a killer to you? I was raised better than that. uid: fd00540a-072e-3bc5-e5c9-c76c44aa8796 = Roll SkillCheck Persuasion (Charisma) Difficulty: 881bda2f-b08b-4788-b0ec-e410b5bacc57 = - 0 Check flag(s) (Object): true - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse > null
0:0 - What if I say I'm very, very sorry? 0:1 - You seem the merciful type. Can we let this one go? 0:2 - I'm sorry - nobody taught me any better. You've shown me the error of my ways. uid: fd68c947-283e-730a-6338-c1f3e0f071f4 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = - 0 Check flag(s) (Object): false - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription false - GEB_Crime_KnockSpell - Crime reactiont to Knock spell false - GEB_Crime_Polymorphed - Crime reaction to being polymorphed false - GEB_Crime_Charmed - Crime reaction to being charmed false - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse false - GEB_Crime_Trespassing - Crime reaction to trespassiong false - GEB_Crime_Theft - Crime reaction to Theft false - GEB_Crime_Assault - GEB_Arrest_Assaultdescription false - GEB_Crime_Murder - Crime reaction to murder false - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse false - GEB_Crime_Lockpicking - Crime reaction to lockpicking false - GEB_Crime_DisarmingTrap - Crime reaction to disarming a trap > null
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Arrest_EscapedPrison.lsj Synopsis: A player that was in prison escaped, and was recognised and is getting re-arrested or attacked.
0:0 - Give in and return to your cell. uid: 0b4ef682-696b-4801-9707-ad6af32936d2 - 0 Check flag(s) (Tag): false - Jailor - Use in generics to denote guards in prisons (JAILOR tooltip) - 0 Set flag(s) to (Object): true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *You could offer the lint in your purse, but you doubt that's valid currency.* 0:1 - *Perhaps you'd better earn some gold before you try giving it away to others.* 0:2 - *Your humble purse won't cover this. Perhaps your golden tongue can help instead.* 0:3 - *Your empty purse won't save you this time.* 0:4 - *Your lack of wealth might make bribing this individual rather difficult.* 0:5 - *It's customary to possess gold in order to bribe someone with it.* uid: 318d85bd-0fbd-49bd-afcd-10c5cbdbea30 - 0 Check flag(s) (Script): false - This flag template was not found somehow... - - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip)
0:0 - I've been pardoned! The order came straight from the top. 0:1 - I'm no prisoner! I was cleaning the cells earlier and locked myself in. 0:2 - I've been summoned to stand trial. Better not keep them waiting. uid: 55f52c9a-d922-4454-8d8e-aca5e2284752 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Your bribery just bought you a ticket back to your cell.* 0:1 - *Your bribe is of no interest. Maybe you can put the gold towards something else. A new toilet bucket, or some comfier rags.* 0:2 - *Your gold won't purchase this guard's unimpeachable conscience. Get back to your cell.* 0:3 - *Your attempted bribery has cost you far more than gold. You're being locked up for good.* 0:4 - *Your generosity is rebuffed. You're headed back to your cell.* 0:5 - *The guard isn't interested, except in locking you away. Again.* uid: 6646fc80-e750-4931-8726-7280c230b993 > null
0:0 - Haven't I been punished enough? I'm very sorry. 0:1 - Do I look like someone who belongs in these cells? This was clearly a mistake. 0:2 - If you let me go, that's one less head to count. It's a win-win. uid: 9e08682c-dbb7-44e4-a6b8-0b834dd01636 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Your words counted for nothing. You're headed back to your cell.* 0:1 - *You tried your best, but hear the unmistakable sound of your cell calling...* 0:2 - *Your refined patter is not enough this time. You're going back to your cell.* 0:3 - *You may as well have said 'take me back to my cell'. Because that's where you're going.* 0:4 - *You were unconvincing. You're being taken back to your cell.* uid: ac100c7c-7c46-40c0-8bb3-4508a1cf8e80 - 0 Set flag(s) to (Object): true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *You were seen trying to escape. Your freedom might be short-lived, as might you.* 0:1 - *Your daring escape has run its course. It's the chopping block for you.* 0:2 - *Your escape attempt has been cut short. You're about to be put away. Permanently.* 0:3 - *Your break for freedom has been spotted. The punishment for escapees is death.* uid: c49da0fd-722e-48ff-81a9-53e1d1251a02 - 0 Check flag(s) (Tag): true - Jailor - Use in generics to denote guards in prisons (JAILOR tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *If only you could explain yourself... But this will be settled with violence, not words.* 0:1 - *Your silence does you few favours. It seems another way must be found to loosen your tongue.* uid: c9730a0a-b875-baf8-e565-8a49bcc92e2e - 0 Check flag(s) (Tag): true - Muted - Character can't talk. - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *A quick transaction, and your problem is miraculously resolved.* 0:1 - *Better gold in the palm than a sword in the throat.* 0:2 - *They say freedom has a price. In this case, yours didn't come cheap.* 0:3 - *Some say freedom is priceless. You would beg to differ.* 0:4 - *The right gold slipped into the right pocket. If only all problems were solved so easily.* uid: cb03f8ff-6afb-4a68-954a-7e3de714e40f - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription true - GEB_ClearTag_FUGITIVE - GEB_ClearTag_FUGITIVEdescription === END NODE ===
null uid: d9045f2f-a398-d818-173d-f1c4943b4dc1 - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Know why they locked me up? For tearing the head off the last half-wit who got in my way. 0:1 - I've dreamt about killing you since I was locked up. Want to make my dreams come true? 0:2 - I had a lot of time to think in prison. About killing you, for example. uid: e659c3ea-391a-4783-881f-a70fce53bf4f = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *You prove hard to argue with. You're free to go.* 0:1 - *Your words are suitably persuasive. It seems you're free to go.* 0:2 - *Your words are compelling. You're being allowed to leave.* 0:3 - *Your words are convincing. You may leave, and if you're lucky, you'll never come back.* uid: e7377ce6-2598-4d78-805e-d25b7a9ce163 - 0 Set flag(s) to (Object): true - GEB_ClearTag_FUGITIVE - GEB_ClearTag_FUGITIVEdescription true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Attack.lsj Synopsis: An NPC is attacking a player for committing an undefined crime.
0:0 - *Your actions have drawn the ire of someone nearby. A fight is inevitable.* 0:1 - *Your behaviour has caused upset. Now a fight is unavoidable.* 0:2 - *There's no talking your way out of this. You'll have to defend your actions the old-fashioned way.* 0:3 - *Your actions have consequences. In this case, a violent confrontation.* 0:4 - *It seems your actions have earned you an enemy - and a fight.* 0:5 - *It seems you've pushed your luck too far. Time to defend yourself.* uid: 4bdc7bd7-c5d8-4cd7-82ae-80b3ebeebd0a - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Attack_Assault.lsj Synopsis: An NPC is attacking a player for assaulting someone (that NPC, or another).
0:0 - *Your violence hasn't gone unnoticed. It's about to be returned in kind.* 0:1 - *You sought a fight. And now you have one.* 0:2 - *You picked a fight. The consequences are hardly surprising.* uid: c254cb66-b7ec-4d00-b710-ae1cc22f773b - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Attack_GuardKiller.lsj Synopsis: An NPC is attacking a player for killing a guard
0:0 - *The guards have not forgotten you killing one of their own.* 0:1 - *It seems you've been cornered by a comrade of the guard you killed.* 0:2 - *It appears the guard you killed will not go unavenged.* uid: d2359e49-b5b5-2179-21c1-e8f38a7b5bee - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Attack_Murder.lsj Synopsis: An NPC is attacking a player for killing someone.
0:0 - *Caught in the act of killing. A fight is unavoidable now.* 0:1 - *The life you took will not go unavenged, it seems.* 0:2 - *Your indiscreet killing has earned you a new foe.* 0:3 - *You took a life, now yours will be taken in turn. A fair exchange, perhaps.* uid: 6feca309-df43-4008-a395-d9267bc64469 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Attack_PickpocketFailed.lsj Synopsis: An NPC is attacking a player for pickpocketing someone (that NPC, or another).
0:0 - *Your attempted pickpocketing was noticed - now your life is on the line.* 0:1 - *Your pilfering efforts have failed. Now you've a fight on your hands.* 0:2 - *You've been caught red-handed. Hopefully you're a better fighter than you are a pickpocket.* 0:3 - *Your attempt at pickpocketing has yielded nothing but a fight.* uid: a1e3659f-c38f-4645-9dca-b8f2a3090e9e - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Attack_Trespassing.lsj Synopsis: An NPC is attacking a player for trespassing.
0:0 - *It seems you've crossed the wrong threshold. Time to defend yourself.* 0:1 - *There's a high price for trespassing around here. It appears you're about to pay it.* 0:2 - *Sneaking into a restricted area was a bold move. You're about to find out if it was a fatal one.* 0:3 - *Trespassing can be easy. Getting out alive is the hard part, as you're about to learn.* uid: 183064bd-a936-4bc2-8c96-2247a5646913 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation.lsj Synopsis: An NPC noticed a crime scene, or was told about a crime by another NPC, and is interrogating a suspected player.
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *A blind eye can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: 064633a6-5dd4-4304-3a60-f8be4112bfae - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *Perhaps it was unwise to reveal just how much gold you have on your person.* 0:1 - *You're surprised to learn you can't pay your way out of this one. Violence it is.* 0:2 - *Your gold is good for many situations, but apparently not here. You're going to pay in blood.* uid: 18c89f43-3a92-c137-6831-af043fbf191c - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - How do I know you're not the criminal? 0:1 - I've not seen anyone suspicious. You'll be the first to hear if I do. 0:2 - You seem very stressed. Why don't you take a break? This miscreant can wait. uid: 26bd7973-a6bc-ff4c-4494-516b47f2d391 = Roll SkillCheck Persuasion (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 31d755fb-086c-7114-04fe-7a622814cb52 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *The guard seems convinced of one thing. You're the criminal who needs to be stopped.* 0:1 - *You hoped you'd get away with that. Unfortunately, you haven't.* 0:2 - *Your words are of no interest. The time for talking is over.* 0:3 - *Your speech isn't persuasive. You sense this will be resolved in a more violent manner.* uid: 34e83d1c-be92-6a85-4623-86fcd595de68 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *The situation is quickly resolved. Clearly you're not the one responsible.* 0:1 - *A case of mistaken identity - you obviously aren't the criminal in question.* 0:2 - *It seems you're free to go. For now.* 0:3 - *A criminal would never speak with such integrity. You must be innocent.* uid: 450c1068-4b83-eefc-863c-866e85683a32 === END NODE ===
0:0 - *Try as you might, your efforts are not convincing enough. The guards will deal with this.* 0:1 - *You sense the guards will be hearing of this.* 0:2 - *If your guilt wasn't confirmed before, it is now. The guards are being summoned.* uid: 60455d3c-c27b-c234-d811-f493ee8a13e9 - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *You managed to get away with that. Better not try your luck too often.* 0:1 - *You speak with conviction. Whoever did this, it obviously wasn't you.* 0:2 - *The accusation is withdrawn. It's wisest not to accuse you of this particular crime.* uid: 81158aaf-7e05-9d5d-b688-043da7883ef8 - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - You don't want to make an enemy of me. 0:1 - Go on - accuse me again. I dare you. 0:2 - I wouldn't go pointing fingers, unless you want them snapped off. uid: 8e36969c-8701-3ebe-6936-2bab95c68a7e = Roll SkillCheck Intimidation (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - Attack. uid: 970a5462-1a14-738b-7a1c-4ae29c116319 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You're sure the gold will be most useful in catching the one responsible.* 0:1 - *The clink of gold leaving your purse - the sound of repercussions deftly avoided.* 0:2 - *Your gold was more than enough to defuse the situation. You're free to go.* uid: 9f16ae57-7d03-a83f-f811-9238159bc28b - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *You've successfully persuaded the guard that you belong in a cell.* 0:1 - *You argue your case, but it makes no difference. You're going to be locked up.* 0:2 - *You hope for a glimmer of understanding. No such luck. It's the cells for you.* 0:3 - *Freedom demands a high price, and your speech was not valuable enough. You're headed for the cells.* uid: a4e6d0f9-6a12-2d06-1db8-e3409747e379 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > Acquiesce and follow. > Attack.
0:0 - *A crime's being investigated in this area. You appear to be the prime suspect.* 0:1 - *A criminal act is being investigated. You might want to explain the extent of your involvement.* 0:2 - *A crime's been committed, and this guard's decided to investigate. Investigate you, to be specific.* uid: c63f2563-8850-c938-8a8f-dc6d6b555c25 - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - Attack. uid: c96878ee-c2c3-89cd-47ba-29be9c0ef4f5 - 0 Set flag(s) to (Object): true - CRIME_Resist_Search - CRIME_Resist_Searchdescription === END NODE ===
0:0 - *You could offer the lint in your purse, but you doubt that's valid currency.* 0:1 - *Your humble purse won't cover this. Perhaps your golden tongue can help instead.* 0:2 - *You don't have the gold to buy your way out of this situation.* uid: cb2856b7-a282-7194-11d3-2418e09b8eec - 0 Check flag(s) (Script): false - This flag template was not found somehow... - - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip)
0:0 - Acquiesce and follow. uid: d04f1b2e-175a-2bd2-c221-6034bd94ca03 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *Your gold buys contempt, but not freedom. You're about to be detained.* 0:1 - *Perhaps offering a bribe wasn't the best way to prove your innocence. You're under arrest.* 0:2 - *Your bribe only reveals the truth: you're the criminal, and criminals belong in a cell.* uid: d523b7c3-fb27-03c0-f21f-305cde823483 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *There's a criminal on the loose. You realise you're about to be accused...* 0:1 - *A crime's taken place nearby. You sense an accusation might be coming...* 0:2 - *There's a hunt underway. A crime has been reported, and you appear to be under suspicion.* uid: d6696efa-c41c-d94b-6473-65a865c03e9e - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - I'm investigating that same crime - leave it to me. 0:1 - A criminal? Me? I'm scandalised! 0:2 - I've got a lead on the true culprit. Leave me be so I can follow it. uid: ec0cb037-5f0a-279f-6be0-49abb44a147f = Roll SkillCheck Deception (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_Assault.lsj Synopsis: An NPC was told about an assault by another NPC, or was assaulted but did not see who attacked them so they started to investigate, and is interrogating a suspected player.
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: 00314582-dda0-022d-3871-a14a5575d395 - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *The price of freedom runs higher than you thought. A prison cell beckons...* 0:1 - *Your gold buys contempt, but not freedom. You're about to be detained.* 0:2 - *If you didn't seem guilty before, you certainly do now. Turn yourself in, or face the consequences.* 0:3 - *Your attempted bribery has caused offence. It looks like you're destined for the cells.* uid: 2ee07105-f420-40f4-aee0-bb90c1d1ad6a - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *There's been an attack nearby. It looks like you're suspected of being involved.* 0:1 - *There's been an assault nearby. You might want to explain your presence here.* 0:2 - *There's been a violent assault in the area. You may want to confirm your innocence. Or your guilt.* uid: 49e930df-0d70-4d29-bb82-542f31d7829b - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *Your gold was more than enough to defuse the situation. You're free to go.* 0:1 - *The clink of gold leaving your purse - the sound of repercussions deftly avoided.* 0:2 - *Such a generous individual could never be up to no good. Your donation is gratefully received.* 0:3 - *You're sure the gold will be most useful in catching the one responsible.* 0:4 - *Your little contribution soon clears things up. You're free to go.* uid: 4f97d566-9d9d-4b05-8067-435626902ed3 Node context: Don't allow infinite bribing for assault, not even for civilians - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *Your guilt is unsurprising. It seems you have a choice - the cells, or the sword?* 0:1 - *Honesty from a criminal - how refreshing. It won't stop you being arrested, though.* 0:2 - *Your admission wasn't enough to absolve you of your crimes. Only time in the cells will do that.* uid: 6c6e6c48-a5bd-4317-aabd-035fa107a1ae - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) > Follow to the cells. > Attack.
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 6e90aff6-662f-5892-b48b-788991119771 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - Look elsewhere. Unless you want the eyes torn from your skull. 0:1 - Say you find this violent thug. Not a great idea to challenge them, is it? 0:2 - Give a deep and menacing growl. uid: 7215e168-4383-473c-8d7b-df054404fdb8 = Roll SkillCheck Intimidation (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - *Your confession is accepted. At least you'll die with your conscience clean.* 0:1 - *That little confession appears to have sealed your fate.* 0:2 - *You sense the pleasantries might be over. In fact, this could get very unpleasant indeed.* uid: 90ccd26a-7881-4914-a7bc-493b74da184a - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You quickly clear things up. Obviously you aren't the miscreant responsible.* 0:1 - *Your gentle spirit speaks for itself. You can't be the one responsible.* 0:2 - *Your honesty speaks for itself. It seems you're free to go.* uid: a3514409-21f1-4d87-93fe-c1d5c61b4dfa === END NODE ===
0:0 - *Your bribery attempt has caused some offence. Time to fight.* 0:1 - *Why would anyone accept such a pittance, when your entire purse could just be looted from your corpse?* 0:2 - *Perhaps it was unwise to reveal just how much gold you have on your person.* uid: a58612f7-f0ab-40e4-a6d1-f49e80c9a0ea - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Attack. uid: a90e6655-6e5e-4032-9b09-230c1336e386 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Are you sure someone was attacked? Perhaps they simply tripped. 0:1 - Are you sure it wasn't merely a lighthearted shove? A playful tickle? 0:2 - The odd fight is good for you! It gets the blood pumping. uid: aaf4a100-a0af-411e-b3e4-0848c32278f8 = Roll SkillCheck Persuasion (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - *Your speech isn't persuasive. You sense this will be resolved in a more violent manner.* 0:1 - *Usually this is the point where the guard leaves you alone. But not today.* 0:2 - *If your intention was to make the situation worse, you certainly succeeded.* uid: b2531ca4-9bfa-4423-acd9-6ebf92e83a30 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You try to muster a defence, but it's not enough. You're about to be locked up.* 0:1 - *You aren't convincing enough. This guard wants you locked up.* 0:2 - *Freedom demands a high price, and your speech was not valuable enough. You're headed for the cells.* uid: b7bee853-3d06-4cfe-88ac-66c18be1ca63 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - I saw everything! The rapscallion responsible already fled! 0:1 - Me? I'm a Chosen of Eldath - I never raise my hand in anger! 0:2 - It was a rogue Mage Hand. I'm sure it's long faded by now. uid: c39ffcaa-cfcb-4eb2-9987-443a7e3060fe = Roll SkillCheck Deception (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - *Responsibility for this criminal act clearly lies elsewhere. You're free to go.* 0:1 - *Problem solved.* 0:2 - *That settles it. You won't be disturbed any further.* uid: dc021a87-7736-42a3-a37c-2565ea783bea - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - Follow to the cells. uid: dce7d4b8-5ddd-4a9c-899c-8bd3b13eb775 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *You could offer the lint in your purse, but you doubt that's valid currency.* 0:1 - *It's customary to possess gold in order to bribe someone with it.* 0:2 - *Perhaps some more gold would be helpful in making your offer.* uid: f6671003-4e31-cd01-2249-45721c82121c Node context: Don't allow infinite bribing for assault, not even for civilians - 0 Check flag(s) (Script): true - This flag template was not found somehow... - false - This flag template was not found somehow... -
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_Charmed.lsj Synopsis: An NPC was charmed/dominated, then the charm/domination wore off and they started looking for who did this to them, and is now interrogating a suspected player about this.
0:0 - Sounds like it's not your concern. Unless you want a taste of the same spell? 0:1 - Mutter vile, hex-like syllables under your breath. 0:2 - Go on, accuse me. I'll cast a spell to make you wish you'd never been born. uid: 13e55fe5-abb2-8b09-f949-6d3c06a56145 = Roll SkillCheck Intimidation (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - *The price of freedom runs higher than you thought. A prison cell beckons...* 0:1 - *Your honesty may be refreshing, but apparently it won't stop you being arrested.* 0:2 - *Your attempted bribery has caused offence. It looks like you're destined for the cells.* 0:3 - *Your gold buys contempt, but not freedom. You're about to be detained.* uid: 24317940-e609-4191-bde2-122156f6fef3 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - That gorgeous, charismatic, talented miscreant charmed me too. I've barely regained control of myself. 0:1 - I have a terrible magic allergy. There's no way it could have been me. Sneeze for good measure. 0:2 - I don't actually know that spell. Skipped my studies that day, I'm afraid. uid: 25cc6239-6ec5-7cad-5b2c-298f51de0a41 = Roll SkillCheck Deception (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
- Roll failure - null uid: 2808defe-739b-fa40-bc96-d7f5a9a89fad > null
0:0 - *You recognise the after-effects of a spell. You also recognise that look of accusation. Were you responsible?* 0:1 - *You see the tell-tale signs: this is a victim of a powerful spell. It seems you're being accused of casting it.* 0:2 - *This is the victim of some potent magic. It seems the hunt is on for the one responsible - tread carefully.* uid: 2d41c4a5-5e6a-4c73-8301-300ec80c4532 - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *Better gold in the palm than a sword in the throat.* 0:1 - *Your little contribution soon clears things up. You're free to go.* 0:2 - *A gift of gold into the right palm. Just like that, your troubles are over.* 0:3 - *The clink of gold leaving your purse - the sound of repercussions deftly avoided.* uid: 31b115b8-c341-48e7-8305-efa968bdcdb3 Cinematic: Node context: Don't allow infinite bribing for assault, not even for civilians - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *Perhaps you're innocent after all. This won't go any further.* 0:1 - *You're suitably convincing. Crisis averted.* 0:2 - *You manage to resolve the matter. You will not be disturbed further.* uid: 324e4836-4c47-deb0-2605-83d51bae9ded Cinematic: - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your confession is unexpected, but changes nothing. You're about to be locked up.* 0:1 - *Your honesty may be refreshing, but apparently it won't stop you being arrested.* 0:2 - *Unfortunately, your admission doesn't absolve you of your crimes. Only time in the cells will do that.* uid: 436f60af-0168-4a4f-81f1-47518e8f146b - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) > Let yourself be arrested. > Attack.
- Roll sucessful - null uid: 4ba6faca-1641-18f5-94b1-4de8a7e43e91 > null
0:0 - Whoops! I thought I was casting HARM! Stay still, let me try again... 0:1 - You really want to challenge someone who can control your mind at will? 0:2 - Maybe I'm forcing you to challenge me, so I have an excuse to kill you... uid: 4d208aff-01c5-45f7-8f5e-cc8ec41b43e0 = Roll SkillCheck Intimidation (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 5aa4f222-c7aa-4f9a-05d4-25cf121ac296 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - Act as though under the influence of the same spell. uid: 635eded7-28ab-c13b-8bf9-b5955a3a45a8 = Roll SkillCheck Performance (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = > null (roll sucessful) > null (roll failure)
0:0 - *That little confession appears to have sealed your fate.* 0:1 - *Your confession is accepted. At least you'll die with your conscience clean.* 0:2 - *You sense the pleasantries might be over. In fact, this could get very unpleasant indeed.* uid: 6dfec9d9-561e-41d3-a442-c875b4c0f45a - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *A case of mistaken identity - you obviously aren't the criminal in question.* 0:1 - *You have a convincing air of innocence about you. That's enough for now.* 0:2 - *The situation is quickly resolved. Clearly you're not the one responsible.* uid: 7737ebe4-360f-42d8-a205-42343e4fbef5 Cinematic: === END NODE ===
0:0 - *You're surprised to learn you can't pay your way out of this one. Violence it is.* 0:1 - *Loosening your purse strings usually suffices, but not today. Your sins demand blood, not gold.* 0:2 - *Your bribery has only made things worse. Your life is the only acceptable payment.* uid: 87d4d42d-0b3f-48d1-8c73-03196d4a4359 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Attack. uid: 90ea04b4-1110-4d6b-9593-ef0fe4797b9f - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Sounds like there's no harm done. Why cause such a fuss? 0:1 - If I'd cast that spell, why would I be waiting here to get caught? 0:2 - Sounds like an act of mischief, but nothing more. Why waste your time further? uid: 9d07570b-9380-4f89-88d4-cbac0614af83 = Roll SkillCheck Persuasion (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = > null (roll failure) > null (roll sucessful)
0:0 - *You hoped you'd get away with that. Unfortunately, you haven't.* 0:1 - *There's no doubt now: you're the evasive enchanter responsible, and you've been cornered...* 0:2 - *You speak, but you are not listened to. This will only be decided one way: violently.* uid: 9ef8d3ba-002f-4bc2-816b-9604ae76328f - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You've successfully persuaded the guard that you belong in a cell.* 0:1 - *That might work on more gullible individuals, but this guard sees right through you. You're under arrest.* 0:2 - *Your protestations have only confirmed your guilt. You're about to be arrested.* uid: a9b0cb5c-0f13-44b2-8eab-462b5416e33a - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *Someone's been casting some very unpleasant spells around here. It seems you appear just the type.* 0:1 - *It seems trouble's brewing for whoever was casting spells nearby. Respond with care.* 0:2 - *Some dangerous magic's been reported. You're accused of being the delinquent spellcaster.* 0:3 - *Someone's been casting dangerous magic nearby. You're under suspicion - tread carefully.* uid: af824218-1f9a-432d-5936-424bae04e1c6 Cinematic: - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - What spell? You've simply fallen for my devilishly attractive features and enigmatic persona. Happens all the time. 0:1 - That was a spell of false accusation! See, would you be here accusing me otherwise? 0:2 - Come now. I have no need to cast a spell to charm someone. I can achieve that all by myself. uid: b54ae2ed-7b8c-49da-95f3-a1f1e0200327 = Roll SkillCheck Deception (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - *Gold may have made your problem go away this time, but you won't be so lucky next time.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: cef815b1-e503-dd99-88fd-d94bca5a4d19 - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - Let yourself be arrested. uid: d270d0f0-ac64-4921-811c-38d88809b504 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_DisarmingTrap.lsj Synopsis: An NPC noticed a trap being disarmed, or was told about it by another NPC, and is interrogating a suspected player.
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: 2b2f28ab-d899-7a00-35fb-9689dc06fc0c - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *You hope for a glimmer of understanding. No such luck. It's the cells for you.* 0:1 - *You try to muster a defence, but it's not enough. You're about to be locked up.* 0:2 - *Freedom demands a high price, and your speech was not valuable enough. You're headed for the cells.* 0:3 - *Your words are of no interest. All that matters is that you end up in a cold, dark cell.* uid: 34594940-821e-4088-9311-905fb4fe9959 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.*
0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 35ecaf4e-f0f9-4f2b-9aec-42005e6f5fdd - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your honesty speaks for itself. It seems you're free to go.* 0:1 - *You make it clear you aren't responsible. You're free to go.* 0:2 - *You quickly establish your innocence. Clearly this wasn't your doing.*
uid: 41b5854d-5302-4fb3-aad1-4a498279c723 Cinematic: === END NODE ===
0:0 - *Your little speech isn't enough. You sense this will be resolved in a more violent manner.* 0:1 - *Your words have only made things worse. This will be settled here and now.* 0:2 - *You speak, but you are not listened to. This will be decided one way: violently.* uid: 4a10f127-4b19-4bbd-a70b-64771951f576 > null
0:0 - *You make an unconvincing attempt to talk your way out of this. Perhaps you'll have more luck with the guards.* 0:1 - *Perhaps the guards will find your words to be of interest. They served little purpose here.* 0:2 - *Try as you might, your efforts are not convincing enough. The guards will deal with this.* 0:3 - *First you break the rules, then you lie to get out of trouble. The guards will be hearing of this.* uid: 54d0ad95-4963-4725-ac1a-b078f861e38f - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) false - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *You shake your purse, but hear only silence. You don't have the gold.* 0:1 - *Bribery requires gold, and you don't have enough.*
0:2 - *Paying someone off requires something to pay them with. You don't have the gold.*
uid: 5982fcac-51c7-4be3-af31-656d85f28580 - 0 Check flag(s) (Script): false - This flag template was not found somehow... - - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip)
0:0 - *A trap's been disarmed in this area. You have a horrible feeling you're about to be accused of doing it.* 0:1 - *Someone's reported a disarmed trap nearby. You may wish to clarify your purpose here.* 0:2 - *A disarmed trap has been found nearby. Near you, in fact.* 0:3 - *A disarmed trap has been discovered. You have a sneaking suspicion you're about to get the blame.* uid: 6199f9ca-1b3e-4fc8-a0ba-f537b6ac8920 Cinematic: - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - Attack. uid: 6647bee4-e6ec-41d3-a429-c5cc4245e0eb - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your words are enough. Clearly you are not the one responsible.* 0:1 - *You speak with conviction. Whoever did this, it obviously wasn't you.* 0:2 - *You are suitably persuasive. The responsibility for this act of sabotage clearly lies elsewhere.* 0:3 - *Your response is effective. This was simply a misunderstanding. You're free to go.* uid: 8cbb3c98-d412-481b-9ca2-0ae3c5c5a508 Cinematic: - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your confession is accepted. At least you'll die with your conscience clean.* 0:1 - *Your admission is commendable, but there's no walking away from this. You must be stopped.* 0:2 - *The mystery of the disarmed trap approaches its conclusion. Sadly, you may not be alive to see it.*
uid: 8fb0e6a1-4163-4a63-9589-11e6baaabced - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Allow yourself to be arrested. uid: 94c84e6e-0560-4915-bdfd-b70de7ea2fe6 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *Your confession has settled it. If you're the saboteur, this is a matter for the guards.* 0:1 - *Your honesty is commendable, but doesn't calm the situation. The guards will deal with you.* 0:2 - *Your candour does little to improve your situation. The guards will handle this.* uid: 9bea4615-6982-42a4-8a13-a92a2ee1b020 - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) false - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *Your gold buys contempt, but not freedom. You're about to be detained.* 0:1 - *You offer a generous amount, but not enough. All you've bought is a bed in the cells.* 0:2 - *The price of freedom runs higher than you thought. A prison cell beckons...* uid: a8b1bde6-c6e2-4f52-8ae1-337354f07954 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *The gold is adequate compensation for the inconvenience you caused. A pleasure doing business.* 0:1 - *Such a generous individual could never be up to no good. Your donation is gratefully received. * 0:2 - *The right gold slipped into the right pocket. If only all problems were solved so easily.* 0:3 - *The clink of gold into a welcoming palm. The sound of repercussions deftly avoided.* uid: b3133e65-115b-43a3-ac9d-357094a758d8 Cinematic: - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - Looks like that trap's working fine to me. Want me to test it out on you? 0:1 - If I did that, it makes you wonder what else I might be capable of... 0:2 - I don't take kindly to being accused. I take violently, and with a lot of stabbing. uid: cab57f0a-d5e6-411d-a21b-334a1e84d896 = Roll SkillCheck Intimidation (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - There are traps here? I had no idea! 0:1 - I saw someone fiddling around with a trap. About ye high, holding a screwdriver... 0:2 - The tamperer went that way! Didn't you see? uid: d45b2bf0-160e-43bf-a2ad-6cf264210b6f = Roll SkillCheck Deception (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - If I knew how to disarm a trap, I'd know not to get caught doing it, wouldn't I? 0:1 - Sounds very dangerous. I have no interest in such perilous activities. 0:2 - I'm flattered you think me capable, but your traps are of no interest to me. uid: e7d4ecfd-fc87-41be-88f3-f5fd99da3307 = Roll SkillCheck Persuasion (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - *You confessed to disarming the trap. That's one way to get yourself arrested.* 0:1 - *Your admission just booked you a trip to the cells.*
0:2 - *Honesty alone isn't enough to atone for your sins. You're off to the cells.*
0:3 - *Your confession isn't enough to earn you your freedom. Though the other guards will laugh when they hear about it.*
0:4 - *One of these days, your candour will pay off. Sadly it won't be today. You're going to prison.*
uid: eb232bd6-79d1-44df-a05b-18410957f61b - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > Allow yourself to be arrested. > Attack.
0:0 - *You're surprised to learn you can't pay your way out of this one. Violence it is.* 0:1 - *Your gold is good for many situations, but apparently not here. You're going to pay in blood.* 0:2 - *Gold saves you from many confrontations, but not this one.* uid: ff971804-e6be-449d-8c6f-a47da6e46165 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_Murder.lsj Synopsis: An NPC noticed a murder scene, or was told about a murder by another NPC, and is interrogating a suspected player.
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.*
0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 00e66064-e2c8-f6ea-ab4e-f2c00a9266a8 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your words are suitably persuasive - this time.* 0:1 - *You're being allowed to walk away. Which is more than can be said for your victim.* 0:2 - *You deflect the accusation, and are free to go on your murderous way once more.* uid: 30417005-f48a-4819-8a5b-13114c6de034 - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *It's customary to possess gold in order to bribe someone with it.* 0:1 - *Your lack of wealth might make bribing this individual rather difficult.* 0:2 - *You don't have the gold to buy your way out of this situation.* uid: 375ca8dc-31d3-5735-eb44-d4419705fea1 Node context: Don't allow infinite bribing for murders, not even for civilians - 0 Check flag(s) (Object): false - GEB_BribeDisabled - GEB_BribeDisableddescription - 1 Check flag(s) (Script): false - This flag template was not found somehow... -
0:0 - *It seems you're not fooling anyone. Time to defend yourself.* 0:1 - *It appears the more you talk, the less trustworthy you seem - get ready to fight.* 0:2 - *Your lies have been seen through - your crime won't go unpunished.* uid: 488a0560-1f32-45b6-9b26-86fa8a544f52 Node context: Failed persuasion, player is attacked - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your innocence is quickly established. Whoever committed this heinous act, it wasn't you.* 0:1 - *The matter is quickly dropped. Clearly you aren't the one responsible.* 0:2 - *You successfully protest your innocence. It looks like you're free to go.* uid: 5fae1043-f2c6-47da-bbbc-f4f4a1053687 === END NODE ===
0:0 - *Your guilt is unsurprising. It seems you have a choice - the cells, or the sword?* 0:1 - *Your confession is unexpected, but changes nothing. You're about to be locked up.* 0:2 - *Your admission just booked you a trip to the cells.* uid: 7239e86e-032b-a6c5-d4a2-d37c815a9b02 Node context: Confessed, has prison - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. > null
0:0 - Attack. uid: 72c4bdca-e7ea-bffd-24d6-fd1a98d43709 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Some say freedom is priceless. At least now, you know better.* 0:1 - *That timely donation appears to have secured your innocence - for now.* 0:2 - *It appears this was nothing more than an unfortunate accident.* uid: 7b97dadf-ec6b-462b-b2bc-6701c60e76b0 Node context: Don't allow infinite bribing for murders, not even for civilians - 0 Check flag(s) (Object): false - GEB_BribeDisabled - GEB_BribeDisableddescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - I'm no killer - the mere sight of blood makes me sick. 0:1 - I'm incapable of violence due to a rather unfortunate curse. I literally can't hurt a fly. 0:2 - I've been asked to investigate. Leave this with me. uid: 7bae8689-a5d4-4d1a-a82a-39a304163759 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - Allow yourself to be arrested. uid: 8c82d33b-f605-4cb7-2bfe-8270f926544a - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *Your offer is of no interest. This will be settled with blood, not gold.* 0:1 - *Apparently you can't put a price on murder.* 0:2 - *It seems you can't buy your way out of this.* uid: 8e64b48d-82d8-4cf4-b9aa-f48fe735c85e Node context: NPC attacks player - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - False accusations make me angry. Bone-shatteringly angry. 0:1 - There'll be another murder if you don't leave me alone. 0:2 - If I was the murderer, I'd be more than happy to gut you next. uid: 9e91e1ad-bd99-420a-ba65-55440a3f35eb = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Your gold buys contempt, but not freedom. You're about to be detained.* 0:1 - *The price of freedom runs higher than you thought. A prison cell beckons...* 0:2 - *If you didn't seem guilty before, you certainly do now. Turn yourself in, or face the consequences.* uid: b43f5454-029c-9e58-ac1f-3ad0df0ec108 Node context: NPC moves to arrest player - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. > Allow yourself to be arrested. > Attack.
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: bcc7ec80-5699-d951-5af4-e3b9ebb40a3e - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - This is outrageous - you don't have a shred of evidence. 0:1 - Your accusation wounds me and my good name - retract it immediately. 0:2 - Come, now - do I look like a killer? uid: c4634948-c62a-4c8a-a43e-d4807d23b594 = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Somebody's been murdered - and you're under suspicion.* 0:1 - *There's been a murder - and it looks like you're a suspect.* 0:2 - *A body has been discovered. You're accused of being the cause of death.* uid: ea45a81c-5160-4dfe-84e5-27a6f9d08685 - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *Your protestations have only confirmed your guilt. You're about to be arrested.* 0:1 - *You've successfully persuaded the guard that you belong in a cell.* 0:2 - *Your words only make you appear more guilty. You can't be allowed to walk free.* uid: f529a8b6-8fde-9066-3727-a7e9d1fe5e7b Node context: Failed persuasion, arrest threat - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > null
0:0 - *It seems the penalty is death.* 0:1 - *Apparently this is the last crime you'll ever commit.* 0:2 - *It appears that this crime is to be your last.* uid: fe6016c4-db2b-456b-8bdd-d56e49e3f1e0 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_PickPocketNoticed.lsj Synopsis: An NPC was pickpocketed, and someone is interrogating a suspected player about it.
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim or a witness of the crime.
0:0 - *Your honesty speaks for itself. It seems you're free to go.* 0:1 - *You quickly clear things up. Obviously you aren't the thief reported.* 0:2 - *You have a convincing air of innocence about you. That's enough for now.* uid: 0de198e9-2d49-4253-95e3-e93c3aa79cba === END NODE ===
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: 17b47800-a1aa-6b50-d2aa-21143bf1f448 - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *That might work on more gullible individuals, but this guard sees right through you. You're under arrest.* 0:1 - *You've successfully persuaded the guard that you belong in a cell.* 0:2 - *You aren't convincing enough. This guard wants you locked up.* 0:3 - *Your silver tongue won't get you out of trouble this time. You're clearly the guilty party.* uid: 262a42b7-8d9c-4e70-8e60-555b9b8d034f - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > Fine. I'll serve my time. > null
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 3a2a0173-ff7a-d569-0cd9-f25f4d280c9f - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *You're suitably convincing. Crisis averted.* 0:1 - *Your words are compelling. You will not be disturbed further.* 0:2 - *You speak with conviction. Whoever did this, it obviously wasn't you.* uid: 42336416-7835-4d56-b7f4-cce24e15f6da - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - I assure you my fingers aren't nimble enough for pocket-picking. 0:1 - I saw a very suspicious fellow earlier. His pockets were bulging. 0:2 - How dare you accuse me? I'm a victim too! uid: 43b90bc0-4df6-4126-abe4-7ec8ca3b4462 = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Your little contribution soon clears things up. You're free to go.* 0:1 - *Your gold was more than enough to defuse the situation. You're free to go.* 0:2 - *The clink of gold leaving your purse - the sound of repercussions deftly avoided.* 0:3 - *A quick transaction, and your problem is miraculously resolved.* uid: 4ba4a8bf-6f30-499f-9af2-e4510b607df1 - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *There's a pickpocket operating nearby. You feel the arrow of suspicion pointing your way.* 0:1 - *A thief's been picking pockets near here. This would be a good moment to explain yourself.* 0:2 - *Someone's been rifling through the wrong pockets. You sense now would be a good time to clarify if that 'someone' is you.* 0:3 - *A thief's been emptying pockets around here. You might want to allay some suspicions, before things get out of hand.* uid: 58b983f4-ced9-4698-bdf3-0b94ceb60202 - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *Perhaps you'd better earn some gold before you try giving it away to others.* 0:1 - *It's customary to possess gold in order to bribe someone with it.* 0:2 - *Your lack of wealth might make bribing this individual rather difficult.* uid: 688aa145-3df2-febc-6362-14e885e4ff74 - 0 Check flag(s) (Script): true - This flag template was not found somehow... - false - This flag template was not found somehow... -
0:0 - *Your gold buys contempt, but not freedom. You're about to be detained.* 0:1 - *If you didn't seem guilty before, you certainly do now. Turn yourself in, or face the consequences.* 0:2 - *Your generous offer is met with disinterest. Only your imprisonment will suffice.* 0:3 - *Your attempted bribery has cost you far more than gold. You're being locked up for good.* uid: 6e758d79-7fa7-41b9-afca-26d2262aada8 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - Attack. uid: 848aa4ec-03f9-4d1e-9bdf-4e335df708b0 - 0 Set flag(s) to (Object): true - CRIME_Resist_Search - CRIME_Resist_Searchdescription === END NODE ===
0:0 - *Why would anyone accept such a pittance, when your entire purse could just be looted from your corpse?* 0:1 - *Gold saves you from many confrontations, but not this one.* 0:2 - *Your guilt is only compounded by your attempted bribery. This will be resolved here and now.* uid: 8fb3b04c-6cb0-4dc0-812a-6b614723aace - 0 Set flag(s) to (Object): true - CRIME_Resist_Search - CRIME_Resist_Searchdescription === END NODE ===
0:0 - *It seems the guard has no interest in negotiating an amnesty. You're about to be arrested.* 0:1 - *Commendable as your honesty is, it hasn't convinced this guard. You're about to be locked up.* 0:2 - *Your honesty isn't enough. At least the loot won't weigh you down as you walk to the cells.* uid: 91a569df-d886-c314-07b5-10df6b22e74b - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null > null
0:0 - I'll be picking a fight if you don't back off NOW. 0:1 - Want to see what's in my pocket? Here's a clue - it's great for stabbing with. 0:2 - How's about I step up that pickpocketing charge to a murder one? uid: 93c548eb-19a5-4310-bc7e-bb4e4588dc0d = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *You hoped you'd get away with that. Unfortunately, you haven't.* 0:1 - *Your words are of no interest. The time for talking is over.* 0:2 - *Your words have only made things worse. This will be settled here and now.* 0:3 - *You try your best, but your best just isn't good enough. Things are about to turn ugly.* uid: 9a475f69-b157-4b74-b2e8-a82b9906126f - 0 Set flag(s) to (Object): true - CRIME_Resist_Search - CRIME_Resist_Searchdescription true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. === END NODE ===
0:0 - *If only it were that simple. This guard has a more more painful exchange in mind.* 0:1 - *You've merely saved the guard the bother of searching your corpse. How considerate.* 0:2 - *You give up the loot, but it's too late for that. A fight is brewing - one you might not want to surrender so easily...* uid: a626158f-d685-4622-9f76-57101ec2f260 - 0 Check flag(s) (Object): true - CRIME_AgreedToForgiveCrime - CRIME_AgreedToForgiveCrimedescription - 0 Set flag(s) to (Object): true - CRIME_Resist_Search - CRIME_Resist_Searchdescription === END NODE ===
0:0 - Fine. I'll serve my time. uid: aad431cd-6ab2-4e3b-b06a-1623372fe997 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *You relinquish the spoils of your thievery. Never mind. There's more where that came from.* 0:1 - *Surrendering today means you're free to steal more tomorrow. A fair trade, in your opinion.* 0:2 - *You hand over the spoils of your pilfering. No harm done.* uid: da9eb72a-ab41-4003-959c-e2304351385c - 0 Check flag(s) (Object): false - CRIME_AgreedToForgiveCrime - CRIME_AgreedToForgiveCrimedescription - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_AgreedToForgiveCrime - CRIME_AgreedToForgiveCrimedescription === END NODE ===
0:0 - Do I look the sort to go reaching into other people's pockets? 0:1 - I have no use for someone else's small change. 0:2 - Are the contents of one little pocket really your top priority? uid: e1516e67-0143-468f-bf09-18d2ff3c5f5e = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_Polymorphed.lsj Synopsis: An NPC was polymorphed/transmuted, then the polymorph wore off and they started looking for who did this to them, and is now interrogating a suspected player about this.
0:0 - You'd be wise to mind your own business. Unless you want a taste of the same spell? 0:1 - Mutter vile, hex-like syllables under your breath. 0:2 - Go on, accuse me. I'll cast a spell to make you wish you'd never been born. uid: 1c69c2e8-4c3c-432d-9227-1e01bdabb4c6 = Roll SkillCheck Intimidation (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - *If you didn't seem guilty before, you certainly do now. Time to turn yourself in, or face the consequences.* 0:1 - *Your attempted bribery has caused offence. It looks like you're destined for the cells.* 0:2 - *Your gold buys contempt, but not freedom. You're about to be detained.* uid: 408ad585-859c-4e0d-ae56-e128ef720bde - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - I was merely demonstrating that spell. How else can one master the magical arts? 0:1 - The victim is clearly delusional. I've been here the whole time and they've not changed one bit. 0:2 - They're not the only one. Have you looked in the mirror recently? uid: 44c6945a-c60e-4087-ac3c-796dba58a1f6 = Roll SkillCheck Deception (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - *You could offer the lint in your purse, but you doubt that's valid currency.* 0:1 - *Your humble purse won't cover this. Perhaps your golden tongue can help instead.* 0:2 - *You don't have the gold to buy your way out of this situation.* uid: 474a17ff-0de9-9fbf-f972-aa0af38caa3c - 0 Check flag(s) (Script): false - This flag template was not found somehow... - - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) > null
0:0 - *You've been confronted by the victim of a rather aggressive spell. What do you have to say?* 0:1 - *You recognise the after-effects of a spell. You also recognise that look of accusation. Were you responsible?* 0:2 - *You see the tell-tale signs: this is a victim of a powerful spell. It seems you're being accused of casting it.* 0:3 - *This is the victim of some potent magic. It seems the hunt is on for the one responsible - tread carefully.* uid: 4c528f3b-327c-40fb-9846-584491df83be - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *Better gold in the palm than a sword in the throat.* 0:1 - *Your little contribution soon clears things up. You're free to go.* 0:2 - *A gift of gold, and just like that, your troubles are over.* 0:3 - *The clink of gold leaving your purse - the sound of repercussions deftly avoided.* uid: 4f0b9c47-fd0c-4602-9472-ae705c984b69 Node context: Don't allow infinite bribing for assault, not even for civilians - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *Perhaps you're innocent after all. This won't go any further.* 0:1 - *You're suitably convincing. Crisis averted.* 0:2 - *Your words resolve the matter. You will not be disturbed further.* uid: 53c4bcbc-3edd-4f57-8b3e-73050e535534 - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your confession is unexpected, but changes nothing. You're about to be locked up.* 0:1 - *Your honesty may be refreshing, but apparently it won't stop you being arrested.* 0:2 - *Unfortunately, your admission doesn't absolve you of your crimes. Only time in the cells will do that.* uid: 6e23f66c-9172-4b37-a3d0-ef62a89d49a4 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) > Allow yourself to be arrested. > Attack.
0:0 - How about I transform you into an ant and squish you under my boot? 0:1 - You've lived long enough to transform back. I'd quit while you're ahead. 0:2 - Accuse me, and I'll transform you into a turkey, roast you, and eat you in your own gravy. uid: 7feaa29d-89c3-46fc-8274-bb512cbec272 = Roll SkillCheck Intimidation (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - *That little confession appears to have sealed your fate.* 0:1 - *Your confession is accepted. At least you'll die with your conscience clean.* 0:2 - *You sense the pleasantries might be over. In fact, this could get very unpleasant indeed.* uid: 8724c5ca-78d5-44fc-a050-e8a9f2d5e724 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *A case of mistaken identity - you obviously aren't the criminal in question.* 0:1 - *You have a convincing air of innocence about you. That's enough for now.* 0:2 - *The situation is quickly resolved. Clearly you're not the one responsible.* uid: a4e4dc29-a610-4fba-b1bb-f5be50467eb3 === END NODE ===
0:0 - *You're surprised to learn you can't pay your way out of this one. Violence it is.* 0:1 - *Loosening your purse strings usually suffices, but not today. Your sins demand blood, not gold.* 0:2 - *You're expected to pay with your life, not your gold.* uid: a566b324-cb03-4503-b4af-598293a528cb - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Attack. uid: a938f853-72bf-49ea-8896-4856c3dad274 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - How lucky, to experience the lived consciousness of another creature. That spell was a gift. 0:1 - I've got better things to do with my time than such juvenile magic tricks. 0:2 - What would I have to gain? Sure, it sounds hilarious, but I mean apart from that? uid: aa77dec0-7b35-4560-85e2-b9bc50192bc7 = Roll SkillCheck Persuasion (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll failure) > null (roll sucessful)
0:0 - *You hoped you'd get away with that. Unfortunately, you haven't.* 0:1 - *There's no doubt now: you're the evasive enchanter responsible, and you've been cornered...* 0:2 - *You speak, but you are not listened to. This will only be decided one way: violently.* uid: aa80bdda-cf2d-4833-a203-3a6dd179c649 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You've successfully persuaded the guard that you belong in a cell.* 0:1 - *That might work on more gullible individuals, but this guard sees right through you. You're under arrest.* 0:2 - *Your protestations have only confirmed your guilt. You're about to be arrested.* uid: bc03e23b-db95-49e8-8172-628be15a6676 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > null
0:0 - *Someone's been casting some very unpleasant spells around here. It seems you appear just the type.* 0:1 - *It seems trouble's brewing for whoever was casting spells nearby. Respond with care.* 0:2 - *Some dangerous magic's been reported. You're accused of being the delinquent spellcaster.* 0:3 - *Someone's been casting dangerous magic nearby. You're under suspicion - tread carefully.* uid: bf16c98a-85a0-4a20-b280-e3f480c14ac0 - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - I don't think the spell's worn off yet. You might want to get that tail seen to... 0:1 - I was attacked too! That knave turned me into a *squawk* chicken! 0:2 - That was a spell of false accusation! See, would you be here accusing me otherwise? uid: c2b11a6c-edd7-4a5c-8e41-1e5e084a8315 = Roll SkillCheck Deception (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > null (roll failure) > null (roll sucessful)
0:0 - Allow yourself to be arrested. uid: cf45702b-333d-4157-96d3-5a8a54491d2e - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: d9251596-6ce3-27af-c581-eebead081bef - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: f4b46c73-5e88-5b22-a249-02456182a045 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
File E:\BG3_Unpack\Patch1_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_Steal.lsj Synopsis: An NPC noticed a theft, or was told about a theft by another NPC, and is interrogating a suspected player.
0:0 - *Your apologetic tone makes little difference. Your theft has earned you a bed in the cells.* 0:1 - *Your feigned ignorance falls on disinterested ears. A thief is a thief, and belongs in prison.* 0:2 - *Returning the stolen items, while commendable, stil amounts to a confession. A prison cell beckons...* 0:3 - *Your apparent naivety is not convincing enough. Accident or not, you're about to be arrested.* uid: 142966f9-9ac2-8b38-fb80-f3ddfc36370c - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *You could offer the lint in your purse, but you doubt that's valid currency.* 0:1 - *Your humble purse won't cover this. Perhaps your golden tongue can help instead.* 0:2 - *You don't have the gold to buy your way out of this situation.* uid: 283696c8-b8fc-f9e5-b949-647813f9ac58 - 0 Check flag(s) (Script): false - This flag template was not found somehow... - - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip)
0:0 - *Your gold is not enough to buy your freedom. A prison cell beckons.* 0:1 - *You underestimated the cost of freedom. All you bought was a bed in the cells.* 0:2 - *Your gold is of no interest, except in adding bribery to your charges. You belong in prison.* 0:3 - *There are so few honest guards these days. Unfortunately for you, this is one of them. You're under arrest.* 0:4 - *You offer a generous sum, but gold cannot help you here. You're headed for the cells.* uid: 29947285-2a95-cce0-3967-16ead9019bcc - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - Attack. uid: 2a5bdd8e-0134-9a96-e18a-0839ff4b99ca - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Maybe you should continue your search elsewhere. 0:1 - Do you really want to go down this road with me? 0:2 - Go on, accuse me of something. See what happens. uid: 2e2f1461-ff08-f5b0-5d83-518994223009 = Roll SkillCheck Intimidation (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *You speak with impressive conviction. Whoever the thief is, it clearly isn't you.* 0:1 - *Your deflection serves its purpose. Clearly you are not the thief responsible.* 0:2 - *Your words are suitably convincing. A thief? Of course you aren't.* 0:3 - *Your silken words deflect any suspicion. Your presence here is beyond reproach.* uid: 2f7d87e9-e6b8-b5df-ee69-3e2fbc390072 - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your contrition and the returned goods are enough to put things right. Just a simple misunderstanding.* 0:1 - *You return the loot before they can question you further.* 0:2 - *You hand over the spoils of your pilfering. No harm done.* 0:3 - *You surrender any offending items. It's like it never happened.* uid: 303d98e3-01db-e7ab-8c66-9f51a17ef3e8 - 0 Check flag(s) (Object): false - CRIME_AgreedToForgiveCrime - CRIME_AgreedToForgiveCrimedescription - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_AgreedToForgiveCrime - CRIME_AgreedToForgiveCrimedescription === END NODE ===
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: 3ed7082e-2c7c-0f1e-b413-aa0412aff16d - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *Your offer is of no interest. This will be settled with blood, not gold.* 0:1 - *You're expected to pay with your life, not your gold.* 0:2 - *Loosening your purse strings usually suffices, but not today. Your sins demand blood, not gold.* uid: 55d0075a-ba2d-8540-26a8-558cbffb41af - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Someone's reported a theft in this area. It seems you're the likely culprit. What will you do?* 0:1 - *A theft has been reported, and it seems you're the only suspect. Choose your next step wisely.* uid: 5c3fec82-c4a4-742b-0f8f-a318cf81d887 - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *Your words have only made things worse. The guards will be hearing about this.* 0:1 - *Your speech made little impact. The guards are on their way.* 0:2 - *Your words have only made you appear more guilty. The guards will be hearing of this.* uid: 6240dab3-837f-066f-2796-1c2943464485 - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - Attack. uid: 8737f7de-939b-3233-7638-ad3aa75e4890 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_Resist_Search - CRIME_Resist_Searchdescription === END NODE ===
0:0 - *Your gold appears to have smoothed things over. Funny how often it does.* 0:1 - *Your generous offer is graciously accepted. A pleasure doing business.* 0:2 - *Your gold works wonders. It's as though the thief never existed.* 0:3 - *Your gold is adequate compensation. There are few problems it can't solve.* uid: 8f56bfd4-f94b-d1fa-12f6-253915fb09df - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 92de14b5-7a91-64e7-f36f-2b6fc10888e5 - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your excuses are unconvincing. You're clearly a criminal, and belong in the cells.* 0:1 - *Your attempts to deflect suspicion are unsuccessful. There's a cell with your name on it.* 0:2 - *You try to sound convincing, without success. It appears a prison cell beckons.* uid: a975ffa6-5d60-0fed-32d4-e07212674789 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > Follow to prison. > Attack.
0:0 - *You give up the stolen goods, but it may not be enough to save your skin...* 0:1 - *You hand over the loot, but it's too little, too late...* 0:2 - *Your peace offering is not enough. Your crime must be punished.* 0:3 - *You return the offending items, but your crimes must still be answered for.* uid: bda9f61c-0f16-f1e0-2c8d-357424b4ddec - 0 Check flag(s) (Object): true - CRIME_AgreedToForgiveCrime - CRIME_AgreedToForgiveCrimedescription - 0 Set flag(s) to (Object): true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - I'm just minding my own business. It's nothing to do with me. 0:1 - I haven't the faintest idea what you're talking about. I've seen nothing unusual. 0:2 - Sorry, I haven't seen anything suspicious. uid: c46106f5-9caf-e05e-c074-6d2267aacbba = Roll SkillCheck Persuasion (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Your words are unconvincing. You'll have to settle this the old-fashioned way.* 0:1 - *Your protestations aren't convincing. You'll need to fight your way out of this one.* 0:2 - *Your little speech isn't enough to hide your guilt. You'll have to resolve this in a bloodier fashion.* uid: ceda8d34-17b8-8e69-64d6-dda50b23869f - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Excuse me! Someone of my rank won't be disturbed by someone like you! 0:1 - There! Did you see? The thief, making a run for it! 0:2 - I heard the thief's already been caught. uid: d8f44dff-abf6-b950-00c4-88cd907c513a = Roll SkillCheck Deception (Charisma) Difficulty: bddbb9b8-a242-4c3e-a2eb-3fd274c0c539 = > null (roll sucessful) > null (roll failure)
0:0 - *Your light fingers have attracted attention. It seems an explanation may be in order.* 0:1 - *Your thievery has been noticed. Choose your next move carefully.* 0:2 - *Your stealing has caught someone's attention. What will you do?* uid: ed42ef4b-8646-26ba-64e0-4498264aef1f - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - Follow to prison. uid: fe8c3e04-95c3-d11a-f97a-cf3a83f585ae - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_TeleportPlayer.lsj Synopsis: An NPC was speaking with a player, and then the player got teleported out of sight from the NPC. At that point, the dialog gets stopped and the NPC starts investigating. When they notice a player, they will start this dialog.
0:0 - *Your abrupt exit from that conversation has caused some offence.* 0:1 - *Suddenly vanishing and reappearing does not seem to be winning you any friends.* uid: 03bc4b2e-dadc-4b80-b7a7-31403cffe93c Node context: While these never directly lead to combat, if you teleported an NPC in the middle of a dialog that is normally followed by combat, that will still happen after this dialog ends, So it needs to be neutral, but not too friendly. - 0 Check flag(s) (Object): true - CRIME_GuiltFound - Set by script in response to CRIME_Allow_Search if the player in the dialogue is guilty of the crime about which the NPC is interrogating - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. === END NODE ===
null uid: 35b192cc-4839-452a-a988-f4240af31bb8 - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - *It seems your companion's teleportation has caused some upset.* 0:1 - *This individual is rather put out by your companion's sudden disappearance.* uid: f9b3fe00-1ae6-41ed-b353-90e7824e2fca Node context: While these never directly lead to combat, if you teleported an NPC in the middle of a dialog that is normally followed by combat, that will still happen after this dialog ends, So it needs to be neutral, but not too friendly. - 0 Check flag(s) (Object): false - CRIME_GuiltFound - Set by script in response to CRIME_Allow_Search if the player in the dialogue is guilty of the crime about which the NPC is interrogating === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Interrogation_Vandalise.lsj Synopsis: An NPC noticed a destroyed item, or was told about it by another NPC, and is interrogating a suspected player.
0:0 - *You aren't convincing enough. This guard wants you locked up.* 0:1 - *Your words have only confirmed your guilt. You're about to be arrested.* 0:2 - *You hope for a glimmer of understanding. No such luck. It's the cells for you.* uid: 319360c2-b351-40a0-801b-237e9dec5b4a - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > null
0:0 - *Someone's been breaking things around here. This child has no intention of taking the blame.* 0:1 - *This child discovered a broken item. You have a feeling you're about to get the blame.* 0:2 - *This child will benefit from reporting your vandalism, no doubt.* uid: 3339d97e-27ec-41cd-b80f-5041c23c2613 - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) > null
0:0 - *You quickly clear things up. Obviously you aren't the miscreant responsible.* 0:1 - *You have a convincing air of innocence about you. That's enough for now.* 0:2 - *The situation is quickly resolved. Clearly you're not the one responsible.* uid: 39b09497-bf02-4054-a574-ef0d2b938a6c === END NODE ===
0:0 - *Your confession is more than enough. The grown-ups will deal with you.* 0:1 - *You owned up to your mistake. Unfortunately for you, that means the grown-ups have to be told.* 0:2 - *You suspect handing you over will be quite the coup for this child. The adults are on their way.* 0:3 - *Alas, this child is a tell-tale. The grown-ups will love hearing this.* uid: 49801db5-8fbe-497f-b03e-231f9f614951 - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *Your words have only made things worse. Much, much worse.* 0:1 - *Your words are of no interest. The time for talking is over.* 0:2 - *Your words only make you appear more guilty. You can't be allowed to walk free.* uid: 4bbc23a0-5dc6-47da-9115-b11be8091443 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Perhaps the guards will find your words to be of interest. They served little purpose here.* 0:1 - *Your words are uncompelling. The guards will deal with you.* 0:2 - *You sense the guards will be hearing of this.* uid: 529d1084-f542-46ac-ab30-ecb731ed7491 - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.* 0:1 - *You may have talked your way out of this one, but there will be no repeat performance.* 0:2 - *You'll walk free, for now, but your stories won't land so well if you're caught again.* uid: 54ef2520-7e84-712d-24d3-e6bc8fd6ff2e - 0 Check flag(s) (Object): true - GEB_CharismaDisabled_NextTime - Set when persuading an NPC will be disabled next time the dialogue starts - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *It's customary to possess gold in order to bribe someone with it.* 0:1 - *You don't have the gold to buy your way out of this situation.* 0:2 - *Perhaps you'd better earn some gold before you try giving it away to others.* uid: 5e9774ae-77cd-404a-ba13-2ec2aa7a154c - 0 Check flag(s) (Script): false - This flag template was not found somehow... - - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip)
0:0 - *A vandal's been damaging property around here. You have a feeling you're under suspicion.* 0:1 - *It seems things keep getting broken around here. You're about to get the blame.* 0:2 - *An act of vandalism has taken place. You might want to clear up this particular mess.* uid: 6c0e190e-c73b-4d05-8e3f-f1112616cafe - 0 Set flag(s) to (Object): true - CRIME_Allow_Search - Set on investigating/confronting NPC. REQUIRES A "wait a frame" LOGIC node afterwards. Instructs script to set the CRIME_GuiltFound and CRIME_FoundEvidenceCurrentCrime flags on the *NPC* if applicable. Mainly/only useful in interrogation dialogues. > null
0:0 - Attack. uid: 6d54f8c1-820d-48c2-97df-733a1d145de1 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You suspect the child will think twice before bothering you again.* 0:1 - *You made yourself quite clear: children should know better than to accuse their elders.* 0:2 - *Perhaps this child will live to maturity after all. You're being left alone.* uid: 6f229bc9-c736-4256-b593-f35e37e44d26 === END NODE ===
0:0 - *Perhaps you're innocent after all. This won't go any further.* 0:1 - *Your words are compelling. You will not be disturbed further.* 0:2 - *Perhaps it's best not to accuse you of this particular crime. As you were.* uid: 72c24c58-1200-424c-b36b-9cfea67d410c - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *You sense the pleasantries might be over. In fact, this could get very unpleasant indeed.* 0:1 - *That little confession may have sealed your fate.* 0:2 - *Your confession is accepted. You can take comfort in dying with your conscience clean.* uid: 795789ba-7507-4cfa-aa19-49308a157a20 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Allow yourself to be arrested. uid: 7d88454a-7808-4e00-a890-cc26458d787c - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *You've admitted being the criminal responsible. The guards will want to hear about this.* 0:1 - *You sense confessing your sins here was not enough. The guards will be hearing of this.* 0:2 - *You confess, but are not absolved. The guards will deal with you.* uid: 83a0a1f1-c514-4b39-a55f-37cf566e2d34 - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *The price of freedom runs higher than you thought. A prison cell beckons...* 0:1 - *Your gold buys contempt, but not freedom. You're about to be detained.* 0:2 - *If you didn't seem guilty before, you certainly do now. Turn yourself in, or face the consequences.* uid: a7ef9170-b088-4a21-8c94-ebb017bb0980 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *You're sure the gold will be most useful in catching the one responsible.* 0:1 - *A quick transaction, and your problem is miraculously resolved.* 0:2 - *Your gold was more than enough to defuse the situation. You're free to go.* uid: ae36167d-8b2d-435c-b505-474375661415 - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - How about I start breaking bones instead? 0:1 - Now that I'm warmed up, shall I break you next? 0:2 - How'd you like to get vandalised? uid: b9d73b4e-c33e-4c90-b9a0-ffe5b13d6fa7 = Roll SkillCheck Intimidation (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - Didn't you see? The real vandal already fled! 0:1 - I only came to see what the ruckus was. No crime in that. 0:2 - Probably a manufacturing fault. I can hardly be blamed for your shoddy belongings. uid: ba348c74-9d43-46db-a474-81c5b25fe11a = Roll SkillCheck Deception (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - Am I to be held responsible for every little thing that goes wrong? This is an outrage! 0:1 - Can't you just fix it? Save all this fuss? 0:2 - Can't we just sweep this under the rug, so to speak? uid: d37142f5-0408-468e-9fbd-a2fcec3b3821 = Roll SkillCheck Persuasion (Charisma) Difficulty: 625be976-7a67-4394-97c8-14c69715ae4b = > null (roll sucessful) > null (roll failure)
0:0 - *Gold may have made your problem go away this time, but next time you won't be so lucky.* 0:1 - *The benefit of the doubt can only be bought so many times. This was the last of those times.* 0:2 - *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.* uid: e5d8397e-81b0-a18b-8767-39947ec10b8d - 0 Check flag(s) (Object): true - GEB_Crime_BribingDisabled_NextTime - Bribing won't work anymore with this character the next time - 1 Check flag(s) (Script): false - This flag template was not found somehow... - true - This flag template was not found somehow... - - 2 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - *Some honesty from a criminal - how refreshing. It won't stop you being arrested, though.* 0:1 - *Your admission doesn't absolve you of your crimes. Only time in the cells will do that.* 0:2 - *Your confession won't fix the damage you caused. You're about to be locked up.* uid: e75e5b0d-e7bc-4123-8471-1013ecb9c752 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_FoundEvidenceCurrentCrime - Set by script in response to CRIME_Allow_Search if the player in the dialogue has evidence related to the current crime in their posession, independent of whether they committed it (e.g. a stolen item passed on to a different player) > Allow yourself to be arrested. > Attack.
0:0 - *Loosening your purse strings usually suffices, but not today. Your sins demand blood, not gold.* 0:1 - *Gold saves you from many confrontations, but not this one.* 0:2 - *Only the guilty party would attempt such brazen bribery. If you're guilty, you should be punished.* uid: fae336df-0e2d-4ab5-8a7f-c2b2e25caa2b - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Myconids_Crimes.lsj Synopsis: Myconid responses to seeing assault, theft, and murder.
0:0 - *Blood has been spilled on holy earth. The creature demands you answer for it.* uid: 1807f2b7-89d2-49dc-b70f-b02fef6f0ade - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - It was simply a misunderstanding. uid: 1c0b1079-b362-4cff-963d-67bb0212f58b = Roll SkillCheck Persuasion (Charisma) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = > null
0:0 - *You have defiled the creature's land. You must be disciplined.* uid: 1d5477d6-5578-4771-9e73-c5ac5bd9dc16 - 0 Check flag(s) (Object): true - GEB_Crime_Vandalise - GEB_Arrest_Vandalisedescription > null
0:0 - *The creature mourns. You have brought pain - and you will pay.* uid: 23ab507f-ede0-4597-9491-dab1a0aca01f - 0 Check flag(s) (Object): true - GEB_Crime_Assault - GEB_Arrest_Assaultdescription > null
0:0 - *The myconid moves to attack. You will be undone.* uid: 31f0c021-48d8-4ae1-ab2d-cbcbdc2220af - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - No, this was a gift. Don't worry. uid: 3f3146f8-4e4a-4447-ad44-a3973ea41d40 = Roll SkillCheck Deception (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - *The myconid denounces your theft. It means to punish you.* uid: 45e3492f-7723-451b-8c19-f7002c1e0f19 - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - I was attacked first! uid: 53bcb77c-64da-412f-bc3f-845d036a29da = Roll SkillCheck Persuasion (Charisma) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null
0:0 - It was an accident. I promise I'll put it back. uid: 5c23bb46-ea8c-44c3-8f28-0d7f0cf6b297 = Roll SkillCheck Persuasion (Charisma) Difficulty: fa621d38-6f83-4e42-a55c-6aa651a75d46 = - 0 Check flag(s) (Object): true - GEB_Crime_Theft - Crime reaction to Theft > null
0:0 - Attack. uid: 7951a0ad-11ae-4bb3-ba0e-28a580ebde1d - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *The myconid knows of your transgressions. They must be punished.* uid: 969fc9ba-9baf-460d-ab3e-76eade516bee > Try to talk your way out. > Attack.
0:0 - They were corrupt. It was an act of mercy. uid: a5bba953-e9f0-447a-bd6d-4324b00c26b4 = Roll SkillCheck Deception (Charisma) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = - 0 Check flag(s) (Object): true - GEB_Crime_Murder - Crime reaction to murder > null (roll sucessful) > null (roll failure)
0:0 - *The myconid calms. You may go in peace.* uid: b11a0a24-5323-46e4-a9fb-e375be8a50be - 0 Set flag(s) to (Object): true - GEB_UND_MyconidCircle_PersuadedOnce - GEB_UND_MyconidCircle_PersuadedOncedescription === END NODE ===
0:0 - Just a bit of fun. I didn't mean anything by it. uid: f621934f-785e-44e1-b8c2-2c87a7e9c56c = Roll SkillCheck Deception (Charisma) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = > null
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Myconids_Trespass.lsj Synopsis: A myconid's reaction if they catch the player trespassing.
0:0 - *It appears content to let you leave in peace.* uid: 25f6bc42-f253-3482-a621-e536a6e7a553 - 0 Set flag(s) to (Object): true - TeleportOutOfTrespass - TeleportOutOfTrespassdescription === END NODE ===
0:0 - Attack. uid: 895d884c-2822-f0b8-90d2-eacda29165b0 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *The creature approaches. This ground is forbidden to your kind.* uid: f11aff51-1465-4b77-959b-403dbaffc6be > Sorry. I'm on my way. > Attack.
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_PAD_AttractedAttention.lsj Synopsis: |Players have committed a crime that no NPC saw, but at least one NPC heard it and started investigating. Note that the "investigating NPC" could also be an animal or automaton.|
0:0 - *Your actions have attracted some attention.* 0:1 - *You are about to be investigated for that.* 0:2 - *You'd better have a good explanation for what you just did.* 0:3 - *You've been spotted.* 0:4 - *If you were looking for attention - you've found it.* uid: e326c916-b5a8-0934-33ca-a47a0d224f1a === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Noticed_AnimalAttackedAnimal.lsj Synopsis: An animal notices a player or summon attacking another animal.
0:0 - *CLACK!* uid: 0bd1d711-f76c-1764-2f18-ec29095d7ede - 0 Check flag(s) (Tag): true - Crab - Species tag (CRAB tooltip) === END NODE ===
0:0 - *Chirp!* uid: 17dfa3ca-6f9b-8a87-e53f-843055c39b0a - 0 Check flag(s) (Tag): true - Bird - Species tag (BIRD) === END NODE ===
0:0 - *HOWL!* uid: 264fb4b6-6622-1c99-bd40-6e7989272ba0 - 0:0 Tag: Dog - Subspecies Tag (Dog) - 0:1 Tag: Wolf - Species tag (WOLF tooltip) - 0 Check flag(s) (Tag): true - Wolf - Species tag (WOLF tooltip) === END NODE ===
0:0 - *MOO!* uid: 28b541f5-c667-b090-1213-8ed9f660673e - 0 Check flag(s) (Tag): true - Cow - Species tag (COW tooltip) === END NODE ===
0:0 - *MEOW!* uid: 34aeba71-512d-4af4-a120-936c42a3bb7e - 0 Check flag(s) (Tag): true - Cat - Species tag (CAT tooltip) === END NODE ===
0:0 - *HRR!* uid: 57470a20-8e49-5830-a7ab-46664055532c - 0 Check flag(s) (Tag): true - Turtle - Species tag (TURTLE tooltip) === END NODE ===
0:0 - *ROAR!* uid: 62d34c69-9a64-d5c7-8f93-53a4aa630801 - 0 Check flag(s) (Tag): true - Bear - Species tag (BEAR tooltip) === END NODE ===
0:0 - *CLACK!* uid: 6506a3cd-3fe8-11ee-adb1-9ce788d429ad - 0 Check flag(s) (Tag): true - Spider - Species tag (SPIDER tooltip) === END NODE ===
0:0 - *HRR!* uid: 6a5b85b3-3450-5948-7dfb-e388e1e0bf3b - 0 Check flag(s) (Tag): true - Salamander - Species tag (SALAMANDER tooltip) === END NODE ===
0:0 - *CHT!* uid: 78e912df-b810-57be-3671-c7da1a7c4582 - 0 Check flag(s) (Tag): true - SQUIRREL - Species tag (SQUIRREL tooltip) === END NODE ===
0:0 - *OINK!* uid: 881849d9-f7af-b865-4be3-457ca756a4e6 - 0 Check flag(s) (Tag): true - Pig - Species tag (PIG tooltip) === END NODE ===
0:0 - *Grunt!* uid: 8a1305ef-6a2d-0dc6-a224-1dc24d329fa8 - 0 Check flag(s) (Tag): true - Sheep - Species tag (SHEEP tooltip) === END NODE ===
0:0 - *Grunt!* uid: 9a0ffa66-5039-51bd-2ba9-f15ed55dee03 - 0 Check flag(s) (Tag): true - Deer - Species tag (DEER tooltip) === END NODE ===
0:0 - *CHT!* uid: 9c3fdb51-9a64-d872-4ded-201f2932f7dc - 0 Check flag(s) (Tag): true - Rat - Species tag (RAT tooltip) === END NODE ===
0:0 - *CLACK!* uid: b2287fcc-ab9f-4d7a-f8cf-5960b646b6c8 - 0 Check flag(s) (Tag): true - Beetle - Species tag (BEETLE tooltip) === END NODE ===
0:0 - *ROAR!* uid: c175f7e1-15ad-101c-1043-b57451e84144 - 0 Check flag(s) (Tag): true - Tiger - Species tag (TIGER tooltip) === END NODE ===
0:0 - *HOWL!* uid: cd184da5-bd7b-0792-4903-75662767009b - 0 Check flag(s) (Tag): true - Dog - Subspecies Tag (Dog) === END NODE ===
0:0 - *BOCK!* uid: d30ed8f8-564f-1ee7-9a75-8cf5931d43a7 - 0 Check flag(s) (Tag): true - Chicken - Species tag (CHICKEN tooltip) === END NODE ===
0:0 - *Grunt!* uid: d40274e7-cd86-cb3c-d6fd-aefd5a988765 - 0 Check flag(s) (Tag): true - Beast - Type Tag for beast-type monsters (animals) (BEAST tooltip) === END NODE ===
0:0 - *Grunt!* uid: d93ed0e8-e201-25a9-c4a8-9f0adc1ec36e - 0 Check flag(s) (Tag): true - Rabbit - Species tag (RABBIT tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_Assault.lsj Synopsis: A player attacked an NPC, an NPC saw the player when they did so, and immediately reacts to the player.
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim or a witness of the crime.
0:0 - *You've pushed things too far. Now you have a fight on your hands.* 0:1 - *It seems your attack will have consequences. Immediate, violent consequences.* 0:2 - *You opted for violence - now you'll receive violence in turn.* uid: 8245453e-1361-676e-6d21-86379a4bd2a4 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your assault has caused panic. You may soon face greater odds than you had bargained for.* 0:1 - *You've started a panic. Word of your actions is about to spread.* 0:2 - *Your aggression has gone too far. You're being reported to the guards.* uid: ad34c19b-813a-5694-823f-ab6b0a940723 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *Your aggression has won you no friends. Any further violence could be met with the same.* 0:1 - *Your actions have not gone unnoticed. If they persist, it seems they will not go unpunished.* 0:2 - *Your actions are pushing tempers to the limit. Persist, and things may get out of hand.* 0:3 - *Your violence is drawing the wrong kind of attention. Keep going, and there might be trouble.* uid: c84b2bb6-656e-47db-a499-55bf5ae4dc02 - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) === END NODE ===
0:0 - *Your attack has drawn cold scrutiny. Repeating your actions could have dire consequences.* uid: f3faefbb-1422-4fdb-a12e-0a933fd1a810 - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): true - Construct - Type Tag for Construct-type monsters (CONSTRUCT tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_DisarmingTrap.lsj Synopsis: A player got caught trying to disarm a trap.
0:0 - *You back away from the trap, but it's too late. The guards will be hearing of this.* 0:1 - *Disarming other people's traps isn't allowed. You're being reported to the guards.* 0:2 - *It's forbidden to interfere with someone else's trap. The alarm is being raised.* uid: 067e7277-b7ce-5991-4a45-e5a8c3a83227 Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *You abandon the trap, but it's too late. If you wanted a fight, you've got one.* 0:1 - *It's forbidden to interfere with traps like this. It seems you're about to learn that the hard way.* 0:2 - *You were spotted sabotaging a trap. There's a word for those who try that. Dead.* uid: 290301c5-1f0a-cd14-0322-e97d5825d8bb Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You tried your best, but nothing gets past these guards. You're in serious trouble.* 0:1 - *An act of sabotage. You'll pay for that dearly - this guard will make sure of it.* 0:2 - *You've been witnessed trying to disarm a trap. This act of hostility will not be tolerated.* uid: d381529d-9d06-4efe-a2fb-229c8789536a Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You've been spotted. A shame - you felt so confident about disarming this one.* 0:1 - *Careful. Your attempts to disarm that trap haven't gone unnoticed.* 0:2 - *You hoped it was your good looks inviting attention. Sadly, it was your attempt to disarm that trap. Better leave it alone.* uid: d5d7f168-c00a-4236-9800-7f000b2956ce - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) === END NODE ===
0:0 - *Best to step away from that trap. You're being watched.* 0:1 - *You're under surveillance. Best leave that trap alone.* uid: f0bf463b-450f-4c1d-9197-fa9b23f74430 - 0 Check flag(s) (Tag): true - Construct - Type Tag for Construct-type monsters (CONSTRUCT tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_KnockSpell.lsj Synopsis: A player used a knock spell, and the NPC saw the player when they did so, and immediately reacts to the player.
0:0 - Want to see the other spells I can cast? They're much worse. 0:1 - Back off. Or I'll use your bones for lockpicks instead. uid: 09e2a496-aa51-b139-cccf-11269c2aa143 = Roll SkillCheck Intimidation (Intelligence) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = > null (roll sucessful) > null (roll failure)
0:0 - *Perhaps that lock was better left intact...* 0:1 - *Tampering with that lock might be the last thing you ever do. This witness will make sure of that.* uid: 3f159568-bc88-a305-3eba-b8c2b7aad79d Node context: This node will start combat - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You're being reported. It seems breaking and entering isn't permitted.* 0:1 - *It seems that little spell just earned you a meeting with the guards.* uid: 45f41024-d290-2fc3-e9ec-8515e54abf06 Node context: Civilian calling for help - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) false - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *You're expected to pay with your life, not your gold.* 0:1 - *Your gold is of little interest. It won't buy your freedom this time.* uid: 562f5fe2-1e8b-28bc-7409-e2e49ced16b3 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your spell was hardly violent, but this guard doesn't believe the punishment should fit the crime. It should be much, much worse.* 0:1 - *The lock you tampered with remains intact. The same may not be true of you, once this guard decides your punishment.* uid: 5eb103e3-08c7-ba58-62c3-f4cf4d7420af - 0 Check flag(s) (Object): false - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription false - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - > null
0:0 - *That might work on more gullible individuals, but this guard sees right through you. You're under arrest.* 0:1 - *You've successfully persuaded the guard that you belong in a cell.* uid: 8844f9a6-5d87-9bac-9e46-4bc6a575f0ba - 0 Set flag(s) to (Object): true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > null
0:0 - Locks are made to be opened. Very silly to arrest someone for doing what comes naturally. 0:1 - The lock is still intact. No harm done, is there? uid: 88460967-db36-90b4-60e2-3659781afcea = Roll SkillCheck Persuasion (Charisma) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = > null
0:0 - *Better gold in the palm than a sword in the throat.* 0:1 - *Your gold was more than enough to defuse the situation. You're free to go.* uid: 88a6a4c6-2ecc-4802-0491-d8d5e4c454aa - 0 Check flag(s) (Script): true - This flag template was not found somehow... - true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment - GEN_TransferNPCPaymentdescription === END NODE ===
0:0 - Attack. uid: b1cc36a2-f9ed-2286-c943-7794926724c8 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *It seems that spell might well be your last...* 0:1 - *Prison guards rarely take kindly to prisoners tampering with locks. This one is no exception.* uid: c3a3f4d1-97a3-2772-1525-3aeaac7b2b5c Node context: This node will start combat - 0 Check flag(s) (Object): true - IsInPrison - IsInPrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You managed to get away with that. Better not try your luck too often.* 0:1 - *That settles the matter. Crisis averted.* uid: d3c944f1-1824-4e60-d81d-198f9abb252e - 0 Set flag(s) to (Object): true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
0:0 - *Your spell was noticed. You suspect the grown-ups will have something to say about it. Here they come now...* 0:1 - *One little spell and this child's telling on you. Spoilsport.* uid: d7fc8a35-8e35-9242-be28-6cb23751b113 Node context: Thirrd warning for Civilians: call guards, or regular warning again. - 0 Check flag(s) (Tag): false - GOBLIN KID - Behaviour Tag true - KID - Behaviour Tag (KID tooltip) - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *Your lack of wealth might make bribing this individual rather difficult.* 0:1 - *It's customary to possess gold in order to bribe someone with it.* uid: e2bd32f2-48c5-4f88-f97b-c49eabddc77c - 0 Check flag(s) (Script): true - This flag template was not found somehow... - false - This flag template was not found somehow... -
0:0 - I'm no criminal - I noticed the lock was damaged and was casting a spell to repair it. 0:1 - I'm a locksmith! You really want to arrest me for doing my job? uid: ebb5ea0d-ab07-ce79-9c4f-271ff685a992 = Roll SkillCheck Deception (Charisma) Difficulty: 831e1fbe-428d-4f4d-bd17-4206d6efea35 = > null (roll sucessful) > null (roll failure)
0:0 - Follow to prison. uid: f3a8eff1-6e0a-8dc6-5842-79722d583482 - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 0 Set flag(s) to (Object): true - Allow_Arrest - Allow_Arrest description === END NODE ===
0:0 - *The price of freedom runs higher than you thought. A prison cell beckons...* 0:1 - *Your gold buys contempt, but not freedom. You're about to be detained.* uid: f63643e2-6c16-027a-2c1e-d65701d2a0ed - 0 Check flag(s) (Object): true - GEB_Arrest_HavePrison - GEB_Arrest_HavePrisondescription - 1 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - CRIME_PersuasionFailed - Cleared before every crime dialogue. Can be used inside a crime dialogue to track whether the player already tried and failed persuading the NPC. > null
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_LockPicking.lsj Synopsis: A player got caught trying to lockpick an item.
0:0 - *Your lockpicking has caught someone's attention. You sense things are about to take a turn for the worse.* 0:1 - *You picked a fight with the wrong lock...* 0:2 - *You'll need more than a lockpick to get yourself out of this - you're being attacked.* uid: 9c947e21-dac3-60a7-1405-eee9e053d096 Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Picking a lock in front of a guard wasn't your best idea. But it might be your last.* 0:1 - *Caught in the act. Time to defend yourself.* 0:2 - *Your lockpicking has angered a guard. Prepare to defend yourself.* uid: a618cd8c-1b0d-4a67-9439-29e7b7ae9b6f Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You sense watchful eyes upon you. Perhaps some locks are better left unpicked.* 0:1 - *Your lockpicking is attracting attention. Tread carefully.* 0:2 - *You've been spotted fiddling with that lock. Best fiddle with something else.* 0:3 - *Whatever's behind that lock, it's being watched closely. Best to step away.* uid: b8698aa8-5009-464b-8b4d-eb09ab47c3cc - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) === END NODE ===
0:0 - *Your lockpicking has activated a response...* 0:1 - *Lockpicking is forbidden. Something is happening...* uid: cb3d1718-3c46-427c-9d55-94bf689337e5 - 0 Check flag(s) (Tag): true - Construct - Type Tag for Construct-type monsters (CONSTRUCT tooltip) === END NODE ===
0:0 - *Breaking into other people's property is a crime. You're being reported.* 0:1 - *You've been seen picking a lock. The guards are being summoned.* 0:2 - *You realise picking this particular lock may have been a mistake. You're being reported.* 0:3 - *Your lockpicking has landed you in trouble. You're being reported.* uid: f374542a-60f3-b5ed-670e-03250042012d Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_MessWithCorpse.lsj Synopsis: An NPC reacts to a player interfering with a corpse of another NPC to which they are allied or neutral (i.e., not enemy). This is used for any other kind of interference besides looting and moving the corpse (those have custom dialogues). Example: casting Animate Dead on a corpse.
0:0 - *Interfering with a corpse is frowned upon. Better to let the dead rest.* 0:1 - *Messing with the dead isn't appreciated. Think twice before doing it again.* uid: 00221539-f517-441d-af58-7dbeea413417 - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): false - NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) false - GOBLIN KID - Behaviour Tag === END NODE ===
0:0 - *You've been caught desecrating a corpse. Prepare to defend yourself.* 0:1 - *You've defiled the dead - sparking fury and outrage. It's time to pay the price.* 0:2 - *The dead cannot stop you, but the living can - get ready for a fight.* uid: a2588b4e-9c70-4f72-9fde-6b6219b69c44 Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Defiling a corpse is a crime. Guards are being summoned.* 0:1 - *You've been caught tormenting the dead. The alarm is being sounded.* uid: ca9e4b99-377c-4562-a6b8-cdddbb27098f - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
null uid: caf930af-49ee-2df9-eec2-4832ec5e1ad3 - 0 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_MovedCorpse.lsj Synopsis: An NPC reacts to a player moving a corpse of another NPC to which they are allied or neutral (i.e., not enemy).
0:0 - *You were seen interfering with a corpse. Perhaps you should leave the dead to their rest.* 0:1 - *You were seen trying to move a corpse. Perhaps it should remain unmoved.* 0:2 - *Moving a corpse is one way to get attention. It seems this is a hobby best indulged privately.* uid: 0a3fa9c6-844e-49bd-0258-e509b4d09050 - 0 Check flag(s) (Object): false - GEB_CRIME_DroppedOwnedCorpse - Crime reaction to dropping an owned corpse false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) false - GEB_CRIME_PickUpOwnedCorpse - Crime reaction to picking up an owned corpse - 1 Check flag(s) (Tag): false - NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) false - GOBLIN KID - Behaviour Tag === END NODE ===
0:0 - *You were seen moving a corpse. The guards are being summoned.* 0:1 - *You were witnessed interfering with a dead body. The alarm is being raised.* 0:2 - *You were seen trying to move a body. You're being reported.* uid: e53e0919-8aad-bf78-968b-6a08046f7d70 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *Interfering with a corpse is a good way to become a corpse yourself. Especially when you get caught in the act.* 0:1 - *Moving that body has caused quite the upset. Time to defend your actions.* 0:2 - *You were seen moving a corpse. It seems the punishment is a swift and bloody death of your own.* uid: fb8fa60c-1e1c-2be0-ba94-4fed6fccc3f5 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_PickPocketFailed.lsj Synopsis: Player tried to pickpocket an NPC but got caught.
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim or a witness of the crime.
0:0 - *Your pickpocketing has caused quite a stir. The alarm is being raised.* 0:1 - *The only thing your pickpocketing has earned you is a raised alarm.* 0:2 - *Your pickpocketing has ended in failure - and a raised alarm.* uid: 14a5d52a-6380-f318-69c6-e6fa72454f21 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *Caught in the act. Your touch isn't as light as you'd hoped.* 0:1 - *Caught with your hand in a pocket. Embarrassing - and possibly dangerous.* 0:2 - *Crime can pay - but not when you can't pick a pocket correctly.* 0:3 - *Caught red-handed. Perhaps you should practise on a mannequin, or a corpse.* uid: 9f18d8fa-3007-499b-89a6-3e7258d67e43 - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) === END NODE ===
0:0 - *You tried to pick the wrong pocket. Now you have a fight on your hands.* 0:1 - *Your pickpocketing has yielded a fight. Time to defend yourself.* 0:2 - *How unfortunate. You'll need to prove you're a better fighter than you are a pickpocket.* uid: c2118fb8-3a2e-23ed-f2c1-bfe74f9e5947 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_PlacedTrap.lsj Synopsis: This triggers when an NPC detects the player has placed a Rune of Warding. Those include the sleep and thunder ones. The NPC must have succeeded in a skill check in order to notice this, and will then react to the player.
0:0 - *Your magical ward is greeted with fear. If you're caught again, there could be trouble.* 0:1 - *Be wary of casting such spells, or you might find yourself in hot water.* 0:2 - *Your magic is considered the fare of scoundrels and crooks. Be careful, or you may upset the wrong people.* 0:3 - *Your magic is drawing the wrong kind of attention. Continue, and there will be trouble.* uid: 47f34ba1-3a59-001e-972f-364d46104bdc - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) === END NODE ===
0:0 - *You magic has caused a panic. The alarm is being raised.* 0:1 - *Such magic is considered a crime. Guards are being summoned.* 0:2 - *Your magic has marked you as a criminal - and you're about to suffer the consequences.* uid: 81d23444-b5bc-07cf-bfc5-cf2e18436928 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
null uid: 9e8bee33-f132-8e18-312f-112d6f1b544d - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): true - Civilian - Generic Behaviours (CIVILIAN tooltip) true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You've been caught casting suspicious magic. Hopefully it will help you in the fight to come.* 0:1 - *Such magic is considered a criminal offence - and you're about to face punishment.* uid: c3c04379-6571-fcda-f540-ac1ec760b2ad Node context: Greeting needs to be empty. It's used to cut off this flow from the others - 0 Check flag(s) (Object): true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): false - Civilian - Generic Behaviours (CIVILIAN tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your magical ward has drawn scrutiny. A repeat offence will have dire consequences.* uid: f26679e7-a652-7852-6cbe-7e6b3a35179c - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 1 Check flag(s) (Tag): true - Construct - Type Tag for Construct-type monsters (CONSTRUCT tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_TeleportPlayer.lsj Synopsis: An NPC was speaking with a player, and then the player got teleported "far" away from the NPC, but still in their sight range. At that point, the dialog gets stopped and the NPC starts this dialog.
0:0 - *Your sudden departure has rather interrupted the conversation's flow.* 0:1 - *It appears your rather unsettling departure has cut the conversation short.* 0:2 - *Your dramatic exit appears to have brought the conversation to a premature close.* uid: a1658734-7e2c-4a37-bbf6-0a89f239cf9e === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_Theft.lsj Synopsis: A player stole something, an NPC witness this act, and starts this dialog with the player
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim or a witness of the crime.
0:0 - Attack. uid: 2c21cc88-124d-e9dc-de6e-d12ec80a53fa Node context: 00000000-0000-0000-0000-000000000000 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your refusal has only made things worse. The guards will be hearing of this.* 0:1 - *Your refusal has made this a matter for the guards.* 0:2 - *Your refusal has done you few favours. The guards are being summoned.* uid: 698a7fc9-be0f-cb7e-46a3-03726eb05705 Node context: 00000000-0000-0000-0000-000000000000 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *You've been caught mid-robbery. Your next move had best be a careful one.* 0:1 - *You were seen stealing. Resolving this peacefully will require more caution than you displayed in getting caught.* 0:2 - *You've been caught in the act. So much for the perfect crime.* uid: 6fd80a6b-46fe-1601-39cc-58d95979e7df Node context: 00000000-0000-0000-0000-000000000000 - 0 Check flag(s) (Object): false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) > Hand the stolen goods back. > Drop the item. > Hold firm. What was taken is now yours. > Deny the accusation. > Attack.
0:0 - *A show of contrition and property returned will suffice - this time.* 0:1 - *You've won leniency, but lost your ill-gotten gains.* 0:2 - *You're off the hook, at the cost of your illicit prize.* 0:3 - *No harm done, save for any pride you take in your thieving skills.* uid: 76cf945e-3bde-b011-0dde-c0aa232fc1fe Node context: 00000000-0000-0000-0000-000000000000 === END NODE ===
0:0 - *You're being reported for theft. Time to get your explanation in order...* 0:1 - *This witness won't let your thievery go unpunished. The guards are coming...* 0:2 - *Stealing in plain view was a bold move. That confidence will come in handy when the guards arrive.* uid: a6155cca-7673-30b3-1118-3460f35157d2 Node context: 00000000-0000-0000-0000-000000000000 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - *Nothing illicit can be found. The accusation collapses.* 0:1 - *Nothing you carry can incriminate you. The matter is settled.* 0:2 - *The accusation falters. Nothing can be found to hold against you.* uid: abea87b4-16d6-703a-1308-3cca745da307 Node context: 00000000-0000-0000-0000-000000000000 === END NODE ===
0:0 - *Your refusal is not accepted. The items will be retrieved - from your corpse, if necessary.* 0:1 - *You aren't as intimidating as you hoped. You're being attacked.* 0:2 - *Your defiance holds little sway. Your thievery will be rectified, though you may not live to see it.* uid: cad9254d-40b7-2ac2-885b-48ecc4a6d8fc Node context: 00000000-0000-0000-0000-000000000000 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *What was taken is free to be reclaimed - and you are free to go.* 0:1 - *With your prize discarded, the matter can rest.* 0:2 - *With your ill-gotten gains discarded, the accusation fizzles away.* uid: dd2b57c0-bf36-32cf-9c89-ee3388a6dae9 Node context: 00000000-0000-0000-0000-000000000000 === END NODE ===
0:0 - *Your thievery has won you few friends, and a new enemy.* 0:1 - *Your thievery has been noticed. Things are about to turn nasty.* 0:2 - *You won't be allowed to get away with that. Swift and violent retribution is headed your way...* uid: f1d75a10-8c29-5142-8f1e-4a8c9591aa0f Node context: 00000000-0000-0000-0000-000000000000 - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_Trespassing.lsj Synopsis: A player got spotted by an NPC as they were trespassing.
0:0 - *Are there any doors that gold can't open? Perhaps, but not this one. You may enter as freely as you please.* 0:1 - *Your pockets lightened, you are permitted to enter.* 0:2 - *Trespassing? What trespassing? You were always welcome here.* uid: 1d5cf0c2-bb6c-4d0b-a089-721febe2ad50 - 0 Check flag(s) (Script): true - This flag template was not found somehow... - - 0 Set flag(s) to (Object): true - GEN_TransferNPCPayment_2 - GEN_TransferNPCPayment_2description true - GEB_Crime_ConvincedTrespassAllowedPermanently - Convinced NPC that you're permanently allowed in the current trespassing zone (through persuasion, bribe, ...) === END NODE ===
0:0 - All right, I'll go. 0:1 - I know the drill. I'm going. 0:2 - Back the way I came, right? uid: 31398db0-53a7-1e79-6198-5e0643a6c2a9 - 0 Set flag(s) to (Object): true - TeleportOutOfTrespass - TeleportOutOfTrespassdescription === END NODE ===
0:0 - *You have outstayed your already flimsy welcome, and now - you will leave.* 0:1 - *A valiant but misguided attempt. You will leave this area now.* 0:2 - *The only thing you've managed to convince them of is that you absolutely do not belong here.* uid: 3a860ef7-3360-2ae6-f2b6-bebb87f22368 - 0 Set flag(s) to (Object): true - TeleportOutOfTrespass - TeleportOutOfTrespassdescription === END NODE ===
0:0 - Right - I'll be on my way. 0:1 - So sorry. I thought this was the way to the latrines. I'll be off then. 0:2 - My humble apologies. I shall remove myself immediately. uid: 56ba526c-a355-4447-8b36-c7ee281b81e9 - 0 Set flag(s) to (Object): true - TeleportOutOfTrespass - TeleportOutOfTrespassdescription === END NODE ===
0:0 - *It's wise to check the content of your purse before offering it to others.* 0:1 - *It's customary to possess gold in order to bribe someone with it.* 0:2 - *You don't have the gold to buy your way out of this situation.* uid: 6c129cf0-896c-9739-abc2-00a7316a5d60 - 0 Set flag(s) to (Object): true - GEB_CharismaDisabled - Do not allow bullshitting your way out of a crime. true - GEB_BribeDisabled - GEB_BribeDisableddescription
0:0 - *You've crossed the wrong threshold. The guards will deal with you.* 0:1 - *This is a restricted area. You sense the guards might be about to join you.* 0:2 - *The only thing more foolish than trespassing here is getting caught. You're being reported.* uid: 968b2142-718a-a0b5-e1c9-5600828c78f6 - 0 Set flag(s) to (Object): true - CRIME_FleeHelpFromDialog - CRIME_FleeHelpFromDialogdescription === END NODE ===
0:0 - Just a quick look around won't hurt anyone. You won't even know I was there. 0:1 - Look at me - do I look dangerous? 0:2 - I'm here, aren't I? You wouldn't have let me in if I didn't belong, would you? uid: a17b489e-5cc9-ac21-94f7-cf8862ad61ac = Roll SkillCheck Persuasion (Charisma) Difficulty: 1c4df4a7-2816-48af-a670-9691711e9e37 = > null
0:0 - I'm here for a routine inspection. I'm sure your superiors will be very interested to know that you tried to deny me entry. 0:1 - This is my place now. If you don't leave now, you won't leave at all. 0:2 - That uniform of yours will make a very tasteful bodybag, if you don't get out of my way. uid: a896b23f-bc50-949b-fa4a-dfe19fe7e23d = Roll SkillCheck Intimidation (Charisma) Difficulty: 1c4df4a7-2816-48af-a670-9691711e9e37 = > null
0:0 - It's me - your old friend [GEN_PlayerName_c11eee1e-7815-6143-7233-f2427799fa53]! You wouldn't shut the door on a friend, would you? 0:1 - I've been sent to join the patrol, there have been reports of someone trying to sneak in. 0:2 - Why are you looking at me like that? I live here. uid: ae7493b0-c9cd-019c-3d4e-ccf8c97eaebe = Roll SkillCheck Deception (Charisma) Difficulty: 1c4df4a7-2816-48af-a670-9691711e9e37 = > null (roll sucessful) > null (roll failure)
0:0 - *You sense it was a mistake to enter here without permission. Possibly a fatal one.* 0:1 - *You've been caught trespassing. You're about to be taught a very painful lesson.* 0:2 - *This area is strictly off-limits. It seems you're about to learn that the hard way.* uid: b0d8f468-3d46-8378-f63e-fa68b48b477f - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Attack. uid: b2f03499-66e3-4399-b5df-011d6992bd8e - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *You managed to talk your way in - no easy feat.* 0:1 - *You've been granted free passage. What you do with that privilege is up to you.* 0:2 - *Congratulations - you've convinced them to give you access. Now what?* uid: fd47e693-6452-1ee2-098b-a863cc8a3cf2 - 0 Set flag(s) to (Object): true - GEB_Crime_ConvincedTrespassAllowedPermanently - Convinced NPC that you're permanently allowed in the current trespassing zone (through persuasion, bribe, ...) true - CRIME_PersuasionSuccess - Successfully persuaded a guard === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_UseForbiddenItem.lsj Synopsis: A player used an item owned by an NPC, and an NPC (the owner or someone else) witnessed this and stops the player by starting this dialog.
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim (= owner) or a witness of the crime.
0:0 - *Tempers are rising. It's clear not everything you find is at your disposal.* 0:1 - *Not for communal use, it seems. Best show some respect - or some more cunning.* 0:2 - *Best keep your hands to yourself. You're being watched.* 0:3 - *Not everyone subscribes to 'what is mine is yours', it seems.* uid: 8ef4b7e4-2e94-456f-b583-73fcb4ccb7bb Node context: Second warning as civilian (= first warning as civilian with a few additions from the second batch, because no final warnings as civilian) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_Warning_Vandalise.lsj Synopsis: A player damaged or destroyedf an item owned by an NPC, and an NPC (the owner or someone else) witnessed this and stops the player by starting this dialog.
-- Can check the GEB_Crime_IsVictim flag on speaker 1 to distinguish the NPC from being the victim (= owner) or a witness of the crime.
0:0 - *You seem to have rather aggravated the situation. The guards are being summoned.* 0:1 - *You may want to move on, but the witness doesn't. The guards are on their way.* uid: 2cd8dfb3-55f8-b147-190e-eea355f19f49 - 0 Set flag(s) to (Object): true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *You sense you just damaged something rather personal. An action you might come to regret.* 0:1 - *Vandalising someone else's belongings wasn't your wisest decision. But it might be your last.* 0:2 - *It seems the owner of that item was rather attached to it. You're about to face the consequences.* uid: 3ee3f96f-5a71-994f-f722-0e340755d9f1 - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 1 Check flag(s) (Tag): true - NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Attack. uid: 43e3e2a1-c482-83e7-6663-29fec7efeb8a - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Perhaps you shouldn't go around vandalising things. It seems to make people want to kill you.* 0:1 - *Vandals aren't tolerated around here. You're about to find out what happens to them.* 0:2 - *Destruction of property is taken rather seriously around here. Time to defend yourself.* uid: 50d9d06d-790b-9bab-ae0e-c72d10f04dbb - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 1 Check flag(s) (Tag): true - NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - Attack. uid: 58738410-6958-f0f9-29dd-9d505d48473f - 0 Set flag(s) to (Object): true - TemporaryHostilityAfterDialog - TemporaryHostilityAfterDialogdescription === END NODE ===
0:0 - *Your intention matters far less than the outcome. The guards will deal with this.* 0:1 - *Your contrition isn't enough. The guards will decide your punishment.* uid: 5b579291-dd54-8fa7-5980-b2f0a5864f71 === END NODE ===
0:0 - *Your cavalier attitude to personal property is not always shared. For instance, this witness seems rather put out by your vandalism.* 0:1 - *You won't get away with vandalism around here. This witness will make sure of it. As will the guards.* 0:2 - *A witness saw you damaging someone else's property. It seems the guards are about to be called.* uid: 5d32c375-46d9-e146-7590-32775e66f85b - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) - 0 Set flag(s) to (Object): true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription > null
0:0 - *Your attitude might impress some, but it won't get you far here. Perhaps the guards will appreciate it.* 0:1 - *You should save your arguments for the guards. It's getting you nowhere at the moment.* uid: 645bcf2b-788d-2c73-bb07-0b681aea85da - 0 Set flag(s) to (Object): true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
0:0 - *You were seen vandalising someone else's property. Perhaps you should smooth things over.* 0:1 - *Your vandalism has been spotted. An explanation is in order.* 0:2 - *You damaged something that wasn't yours. You sense trouble brewing.* uid: 726b493e-301f-2f3b-3fc9-d8d9475bab0c - 0 Check flag(s) (Object): false - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime false - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) > Apologies! I meant no harm. But - but - it was an accident! Forgive me. I assure you it wasn't intentional. > No use crying over it, is there? Things break. Get over it. > Attack.
0:0 - *Breaking things is a lot of fun. What's less fun is when their owner threatens to call the guards.* 0:1 - *Your destructive tendencies have landed you in trouble. It looks like the owner is about to summon the guards.* uid: b94de1e3-6916-9011-e916-3778adc342ac - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime true - GEB_Crime_IsAngry - Set on an N)PC in a crime warning dialog in case they are "really angry" with the player (low attitude/charisma combo) > Apologies! I meant no harm. But - but - it was an accident! Forgive me. I assure you it wasn't intentional. > No use crying over it, is there? Things break. Get over it. > Attack.
0:0 - *You've paid the price for your vandalism. The matter is resolved.* 0:1 - *You never knew vandalism could prove so costly. Perhaps next time you'll be more careful.* uid: ba27026c-1923-7670-dbb5-93c97f79a33b === END NODE ===
0:0 - *Your apology is reluctantly accepted.* 0:1 - *You manage to calm the situation down. Though next time, it may not be so simple.* uid: bd22c933-dd31-47ea-e9a7-bac12200b178 === END NODE ===
0:0 - *You refused to pay. Unfortunately, that means this is a matter for the guards.* 0:1 - *Your refusal to pay has done you few favours. It will be left to the guards to loosen your purse strings.* uid: c1454d17-b02a-36b4-c45c-85f54dd8ae06 - 0 Set flag(s) to (Object): true - CRIME_CallGuardsFromDialog - CRIME_CallGuardsFromDialogdescription === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_MusicalPerformance_Good.lsj Synopsis: |A player is playing an instrument with proficiency. NPCs watch/listen to them play, and appreciate it.
Played by multiple NPCs and several times in a row (as long as the player keeps playing), so provide sufficient alternative nodes.
Can be spoken by all NPCs tagged HUMANOID|
0:0 - Better than that blue prick back at camp! 0:1 - More! More! More noise! 0:2 - You can plink plonk great on dwarf ribs. Try it! 0:3 - Play that boohyag music ranga! 0:4 - Mate, you've got rhythm. 0:5 - Sounds like a cracking warsong. 0:6 - That was better than watching ogres rut. 0:7 - I'd down a pint to that, ranga! uid: 19fb92b9-80da-d30b-228d-e49437672aa3 - 0 Check flag(s) (Tag): true - Goblin - Species tag (GOBLIN tooltip) === END NODE ===
0:0 - Know any Volo tunes? 0:1 - Not half bad. 0:2 - Encore! 0:3 - Hey, you're pretty good! 0:4 - I like that. 0:5 - Nice tunes. 0:6 - Well played. 0:7 - Sort of wish I could play now. uid: 7fc02fe3-3c57-dd49-9d3e-3f843e7e2a80 - 0 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) === END NODE ===
0:0 - That sounds nice. 0:1 - You sing better than mum. She's rubbish. 0:2 - I wanna learn to play! 0:3 - Dad won't let me play the lute. 0:4 - How'd you learn to play so good? 0:5 - I want to play when I grow up! 0:6 - Can you teach me! 0:7 - I wish they taught music in school. uid: c1bf2b98-6910-d237-e867-8f265e2f366a - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) === END NODE ===
null uid: ccf23e68-936a-8ef6-c5b8-36542de3128d - 0 Check flag(s) (Tag): true - Guard - Used In Generics (GUARD tooltip) === END NODE ===
0:0 - Beautiful playing. 0:1 - I've heard much worse. 0:2 - Who taught you? You're great! 0:3 - Keep going, you sound lovely. 0:4 - Not heard a tune like that in ages. 0:5 - Great little ditty. 0:6 - Do you know 'Nobles Have A Certain Spice'? 0:7 - Wish I'd learned to play. 0:8 - Where'd you learn that? 0:9 - Can you play any Volo? 0:10 - Encore! 0:11 - I'd pay you, but that was priceless. 0:12 - Keep it up! uid: ddf336a1-123e-74ce-7da0-fd5249bc7308 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_MusicalPerformance_Bad.lsj Synopsis: |NPCs react to a player playing their instrument badly (failed perform check).|
null uid: 04d1c8b2-dafc-7f28-4d97-f3c3b140cd02 - 0 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) === END NODE ===
0:0 - You're rubbish! Ha! 0:1 - My ears hurt! Stop it! 0:2 - Haha! You suck! 0:3 - Dad says musicians are losers. 0:4 - I don't wanna be a bard anymore. 0:5 - Chores are better than this. 0:6 - That sound hurt my tummy. 0:7 - Stop or I'm telling on you. uid: 96fb5d8c-b0de-1b9b-1116-c8f9052afd9a - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) === END NODE ===
0:0 - Oi, ranga, cut the racket! 0:1 - Piss off! 0:2 - You sound like kra-kra. 0:3 - Pipe down! 0:4 - That sounded worse than rutting worgs. 0:5 - Argh! My hearin'-bits! uid: a8c8a952-2e78-6ae8-e38b-99c407a1fb20 - 0 Check flag(s) (Tag): true - Goblin - Species tag (GOBLIN tooltip) === END NODE ===
null uid: aed9eef7-33ec-2dc6-8c18-46fbcb9aae4a - 0 Check flag(s) (Tag): true - AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. === END NODE ===
0:0 - You should practice more. Elsewhere. 0:1 - Can you please be quiet? 0:2 - Sounds like killing a cat with another, louder cat. 0:3 - Ugh, you're making my head ache. 0:4 - You sound like the runs feels. 0:5 - Ever tried a quieter hobby? Miming, maybe? 0:6 - Great, I really fancied a headache today. 0:7 - Get your act together. For all our sakes. 0:8 - Can I pay you to stop? 0:9 - Is this a practical joke? uid: b0f90c4e-641b-11c4-4331-490357ae9941 === END NODE ===
0:0 - Oi! Pipe down. 0:1 - Keep it down a notch. And half an octave, if you can. 0:2 - Can I not get some bloody peace here? 0:3 - Quiet! I won't ask twice. 0:4 - I didn't sign up to hear this tripe. 0:5 - Get a move on. 0:6 - Please. Be. Quiet! uid: ecd391ad-7fb3-2f41-8bfb-b70ed24b397b - 0 Check flag(s) (Tag): true - Guard - Used In Generics (GUARD tooltip) === END NODE ===
0:0 - Cut the noise or I cut you. 0:1 - Piss off with that din. 0:2 - Gods, shut UP! 0:3 - Musicians are wankers. 0:4 - My dog could do that better. 0:5 - I've heard better. Not heard worse, though. uid: ffeae3c9-4fe1-ab29-dabd-cf2682c53254 - 0 Check flag(s) (Tag): true - NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_KidCritter.lsj Synopsis: Generic, A kid (goblin or non-goblin) sees a cute animal summon, or player shapeshifted into a cute animal.
If a goblin, they will play this AD when throwing rocks at it.
If a non-goblin, they will just move to it.
0:0 - What's this? A furry target! 0:1 - Look at those beady little eyes. 0:2 - Gonna take that thing's tail as a trophy. 0:3 - Squeaky little pest! 0:4 - Bet it's got diseases. 1:0 - Are rats safe to pet? 1:1 - I had a pet rat once. Well, a hamster. 1:2 - Its tail is weird. I want to touch it. 1:3 - Aww, it squeaks! 1:4 - Sorry, got no cheese. uid: 42994c87-a4bf-d64e-41d3-08a3685e3a58 - 0:0 Tag: GOBLIN KID - Behaviour Tag - 0 Check flag(s) (Tag): true - Rat - Species tag (RAT tooltip) === END NODE ===
0:0 - Here, catch a rock! 0:1 - Let's hear you squeal! 0:2 - Who needs toys when I've rocks to throw. 0:3 - Ha! This'll be fun. 0:4 - Time to go squish! 1:0 - Aww... it's cute - I think. 1:1 - Maybe it likes being petted. 1:2 - I want one! No, I want two! 1:3 - Aww! 1:4 - So cute! uid: 4ccffefb-b868-7c66-5f49-a6e7ee10f82f - 0:0 Tag: GOBLIN KID - Behaviour Tag === END NODE ===
0:0 - Hey kitty - catch! 0:1 - What's the matter? Don't want to play? 0:2 - Got a treat for you, puss! 0:3 - Hold still, puss! 0:4 - Got a treat for you! 1:0 - Kitty! Aww... 1:1 - Oh, look at its little paws... 1:2 - I don't see a collar. Can I keep it? 1:3 - Come here, it's all right. 1:4 - Here, kitty... uid: 8052fca9-a95a-4a98-aabf-7f8826b7d871 - 0:0 Tag: GOBLIN KID - Behaviour Tag - 0 Check flag(s) (Tag): true - Cat - Species tag (CAT tooltip) === END NODE ===
0:0 - Let's make you jump higher, slimy! 0:1 - Looks like snot on legs. 0:2 - Here's a rock for you, froggy! 0:3 - Eww, swamp snot. 0:4 - Looks like my baby brother. 1:0 - Heh, it makes a funny sound. 1:1 - Hehe. Jumping everywhere looks fun. 1:2 - It's so ugly! I love it. 1:3 - Its eyes are pretty, 1:4 - Wish I could hop like that. uid: 92171fac-25d9-668e-e842-0ec354f328d8 - 0:0 Tag: GOBLIN KID - Behaviour Tag - 0 Check flag(s) (Tag): true - Frog - Species tag (FROG tooltip) === END NODE ===
0:0 - You faster than a rock, birdy? 0:1 - Let's knock off some feathers. 0:2 - Let's hear you squawk, feather-brain! 0:3 - Ha! Take this! 0:4 - Your flying days are over! 1:0 - Ooh, look at its beak! 1:1 - Do birds like to be petted? 1:2 - I wish I had wings like that. 1:3 - Its feathers are so pretty. 1:4 - Wonder if it has babies somewhere. uid: ba2f622f-5a53-7408-11a5-d733d7f2752c - 0:0 Tag: GOBLIN KID - Behaviour Tag - 0 Check flag(s) (Tag): true - Raven - Species type for VFX === END NODE ===
0:0 - Look at that thing. Uglier than mum. 0:1 - I'll bet you're all squishy under that shell. 0:2 - Let's see you snap those pincers at a rock! 0:3 - Ha, stupid crab. 0:4 - Ugh, it smells! 1:0 - Wow, look at those claws! 1:1 - Are crabs like sea spiders? Or are spiders land crabs? 1:2 - I hear they're tasty. They don't look tasty. 1:3 - Wow. 1:4 - Imagine having that many legs. uid: c4d68c1f-1edf-9d30-8a41-bafb798afd9d - 0:0 Tag: GOBLIN KID - Behaviour Tag - 0 Check flag(s) (Tag): true - Crab - Species tag (CRAB tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_AfterFleeOrHerdMonsterFallback.lsj Synopsis: Generic. An NPC flees from a creature (actually wildshaped player).
Fallback dialogue for GEB_AD_Herdmonster or GEB_AD_FleeFromMonster in case the monster comes nearby again within 30 seconds after it left the NPC's proximity. They will run away a little while saying this. It can rigger while they are still moving back to their original position after chasing it away. NPC can be adult or child of any species/race/gender. They can be alone or not. NOTE - Anyone with the DRUID or ACT1_DEN_IDOLTHEFT is exempt from this dialogue.
0:0 - Leave me alone! 0:1 - It won't go away! 0:2 - Help - it's still after me! 0:3 - Help! uid: 7375526b-6c25-4e4a-a9e0-a8db95f819f3 Node context: Alarmed, running away from a creature after seeing its still present after they fled previously - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) === END NODE ===
0:0 - Damn thing's still here! 0:1 - Not again! 0:2 - Just get away from me, won't you?! 0:3 - Help! uid: 79625139-f236-4899-9e02-ea48741be6ff Node context: Alarmed, running away from a creature after seeing its still present after they fled previously === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\NGB_PrisonerTalksToGuard.lsj Synopsis: A player talks to a guard while they are imprisoned in a prison cell.
0:0 - *The eye simply watches you.* 0:1 - *The construct stares at you, noting every detail.* 0:2 - *The eye does not acknowledge you.* uid: bcde68a9-883c-fb72-cbf5-66f796b98835 - 0 Check flag(s) (Tag): true - SCRYING_EYE - Scrying Eyes crime reactions. (SCRYING_EYE tooltip) === END NODE ===
0:0 - *This guard has no interest in speaking to a criminal.* 0:1 - *If you're looking for a sympathy, this guard has none to spare.* 0:2 - *This guard would prefer you serve your time in silent contemplation.* uid: eaf8ae7b-66e6-442e-89df-72c50a1d0fe7 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Approached.lsj Synopsis: An NPC has approached a distraction such as a minor illusion.
0:0 - What's this? 0:1 - What is this doing here? 0:2 - Wasn't my imagination... uid: 44e797cf-90bc-668a-ef68-caa7175be895 === END NODE ===
0:0 - *Chitter.* 1:0 - *Grunt.* 2:0 - *Cheep!* 3:0 - *Grr!* uid: 95bf16b0-89e0-688e-da23-91d778594a94 - 0:0 Tag: Bird - Species tag (BIRD) - 0:1 Tag: Cow - Species tag (COW tooltip) - 0 Check flag(s) (Tag): true - SPEECHLESS - |A character that does not possess natural speaking abilities (e.g. animals, intellect devourers, possibly also silenced characters, ...)| (Unable to speak, by nature or by magic.) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_AssaultZeroDamage.lsj Synopsis: An non-hostile NPC reacts to a player (not a summon) "attacking" them out of combat, but doing no damage at all, e.g. through a critical miss. Note: this may also be because of beneficial action, like throwing a healing potion (which is the main reason we added this). Unfortunately, we can't differentiate between the two.
0:0 - Oi! What was that for? 0:1 - Careful! 0:2 - Watch it, you could hurt someone! 1:0 - Stop messing around. 1:1 - Tomfoolery like that is not allowed here. 1:2 - Act in an orderly manner, please. 2:0 - Hey! Quit it! 2:1 - Leave me alone! 2:2 - I'll tell on you! 3:0 - Why did you do that? 3:1 - Ow, careful, someone might get hurt! 3:2 - What was that? uid: 4444db96-fa4a-53c3-f991-da632b96038b - 0:0 Tag: KID - Behaviour Tag (KID tooltip) - 0:1 Tag: BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) - 0:2 Tag: GOBLIN KID - Behaviour Tag - 0:3 Tag: NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Attack.lsj Synopsis: An NPC is attacking a player for assaulting someone (that NPC, or another), or murdering someone.
0:0 - *ROAR!* 0:1 - *GRR!* uid: 019bf16a-aa77-c585-d4d1-af1ab2361c21 - 0 Check flag(s) (Tag): true - Monster - A global tag for all non humanoid creatures (The famed Blade of Frontiers, the pride of Baldur's Gate.) === END NODE ===
0:0 - Enough! You're dead. 0:1 - That's it. You're done. 0:2 - I've seen enough. 0:3 - You're going to regret that. uid: 8f262e52-9ce4-0147-cbe9-fbb1ef152b23 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_AttackedGuardInCombat.lsj Synopsis: Most important message: if the player kills this NPC and there are witnesses that survive the combat, the player will be attacked by sight by guards in this region afterwards.
Summary: The player attacked a guard during combat in a particular region (the Grove, Moonrise Towers, and eventually also the Goblin Camp, Haven, Wyrm's Crossing, Baldur's Gate proper). When doing so, the guard will play this AD to warn the player that killing them will result in them getting known as a "guard killer", and such players get attacked on sight by other guards in the same region.
0:0 - Kill me, and you'll be hunted down like a dog. 0:1 - Stand down - or face the consequences. 0:2 - Stop this! Or my friends won't rest until they avenge me. uid: 50930a8a-6b82-f8f5-8baf-4bae15c0809b === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_AttackHelp.lsj Synopsis: In reaction to a crime by a player (e.g. murder or assault), an NPC engages them in combat.
0:0 - *HM!* uid: 71cfe27a-6ae8-4f48-8060-82062d581fba - 0 Check flag(s) (Tag): true - Construct - Type Tag for Construct-type monsters (CONSTRUCT tooltip) === END NODE ===
0:0 - Yer payin' for that! Lads! To me! 0:1 - C'mere, lads! Got some fun for ya. 0:2 - Hey! This one's looking for trouble! 0:3 - Here we go again. To me! 0:4 - Not so bright, are ya? To arms! 1:0 - We'll make you pay! 1:1 - You're DONE for. Hear that? To arms! 1:2 - Looks like I found a troublemaker. To me! 1:3 - THAT was the wrong move. To arms! 1:4 - You thought you could get away with that? To me! 1:5 - Now you've done it! To arms! uid: c8432c93-02a8-4810-badc-2262f151d775 - 0:0 Tag: Goblin - Species tag (GOBLIN tooltip) === END NODE ===
0:0 - I'll have your head! Here, lads! 0:1 - It's all over now, meatbag! Get 'em! 0:2 - Here we go again! To arms! 0:3 - Krul o'zhaan druukaon ar! 0:4 - Yah! To me! 1:0 - It's all over! To arms! 1:1 - You're done for! To arms! 1:2 - Wrong move! To me! 1:3 - Let's see what you've got! To arms! 1:4 - Today... you die! To arms! 1:5 - Oh, this'll be fun! Get 'em! uid: da7940f2-0704-fc96-3265-6c9104886366 - 0:0 Tag: Goblin - Species tag (GOBLIN tooltip) - 0 Check flag(s) (Tag): true - NOT_MESSING_AROUND - Disturbance (Crime) Tag (NOT_MESSING_AROUND tooltip) === END NODE ===
0:0 - I'll have yer head! To arms! 0:1 - Gotta do everything meself... 0:2 - Lookin' for trouble? Well yeh found it! 0:3 - 'Ere we go again! 0:4 - Not so bright, are yeh? 0:5 - Krul o'zhaan druukaon ar! 0:6 - C'mon, then. 1:0 - That's it - you're done for! To arms! 1:1 - It ends NOW. To me! 1:2 - No patience for troublemakers! To me! 1:3 - Wrong move! To arms! 1:4 - You're not getting away with that! To arms! 1:5 - NOW you've done it! To arms! 1:6 - All right - let's get this over with! To arms! uid: fb2cb8f6-5dc0-995d-49a5-da063b4148d5 - 0:0 Tag: Goblin - Species tag (GOBLIN tooltip) - 0 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Attack_Assault_Construct.lsj Synopsis: An NPC that is tagged as CONSTRUCT (e.g. a golem) was attacked, and in return becomes hostile to the player and engages them in combat.
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Attack_GuardKiller.lsj Synopsis: An NPC is attacking a player for killing a guard. In this case, the player is currently not in the party (i.e., they're an origin that has since been dismissed) -> AD rather than interactive dialog, since we can't have interactive dialogs between two NPCs.
0:0 - There's the killer! 0:1 - You're not leaving here alive! 0:2 - Thought you'd get away with that? 1:0 - Time to die! 1:1 - Your life is mine! 1:2 - Time to spill your guts! uid: b38f492d-5c27-a0b9-755f-89d9c7f00775 - 0:0 Tag: AGGRESSIVE_GUARD - Used in Generics: arrests people like GUARD, but more aggressive dialogs (like NOT_MESSING_AROUND). Should alsowork for goblins and generally low INT NPCs. === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_CallForHelp.lsj Synopsis: An NPC witnessed a crime (or was a victim of a crime), and is calling for others to help them.
0:0 - Help! 0:1 - Can anyone help me?! 0:2 - Help - over here! 0:3 - Someone, help me! 0:4 - Help! Help! 0:5 - Aid me! 0:6 - Someone, aid me! uid: 14c52679-2cbf-491e-ad99-2ed534d8126f === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_CannotPickpocket.lsj Synopsis: A player tries to pickpocket a character that has a tag indicating it cannot be pickpocketed (like BEAST, ELEMENTAL, SUMMON, ...)
0:0 - Waste of time. 0:1 - Not possible. 0:2 - Chk. 1:0 - Nope. 1:1 - That's a big 'no'. 1:2 - I think not. 2:0 - Won't get anything from this. Apart from a fight, maybe. 2:1 - No use. Of course. 2:2 - Useless. I don't know what I was expecting, really... 2:3 - I'm wasting my time with this. 3:0 - No point. 3:1 - Can't do it. 3:2 - I'd better not waste my time. 4:0 - No use, sadly. 4:1 - That won't work. 4:2 - No dice. 5:0 - Nope. 5:1 - Damn. 5:2 - Disappointed fings. 6:0 - Aha, not a pocket to be picked! A crafty defence. When next in doubt, Minsc shall go bare-legged. 7:0 - Little to find, and I'm not sure I would like whatever I did. 8:0 - It cannot be done. 8:1 - Nothing to be gained. 8:2 - Even the finest thief would find nothing. 9:0 - Even the lightest of fingers cannot prevail here. 10:0 - Impossible. 10:1 - No pocket to pick. 10:2 - Not happening. uid: a081cc50-3e3e-4819-a842-7cc170a6dedd - 0:0 Tag: Custom - |Really Generic origin| (An enthusiastic adventurer of remarkable spirit and mettle.) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_KeepingAnEyeOut.lsj Synopsis: |After having warned/confronted a party member about a crime, the NPC keeps looking at them for a while and occasionally triggers this AD before going back about their own business.|
0:0 - Watch it. 0:1 - Go bother someone else. 0:2 - Best behave yourself. 0:3 - There won't be another warning. uid: 0a593b66-8267-8ba7-5790-62f915153fdd === END NODE ===
0:0 - Don't try and look all innocent.
0:1 - Watch yourself. 0:2 - If you can't behave, then leave us in peace. 0:3 - You won't do that again. 0:4 - Mind your manners, please. uid: 44a43e25-1ab4-c349-ac12-37973c39570f - 0 Check flag(s) (Tag): true - BADASSCIVILIAN - Generic Behaviours Civilian that have harsher reactions to crimes (BADASSCIVILIAN tooltip) === END NODE ===
0:0 - Yes, I'm still watching. 0:1 - You're not fooling anyone. 0:2 - Just behave, yes? 0:3 - You've been warned. uid: b297e0b7-64b3-6c25-e534-af90a026e954 - 0 Check flag(s) (Tag): true - Guard - Used In Generics (GUARD tooltip) === END NODE ===
0:0 - I saw you. 0:1 - Don't make me tell. 0:2 - You shouldn't be doing that. 0:3 - You're supposed to be an adult. Act like it. uid: ca9bc8e5-3476-3f0a-1efa-c8405a546397 - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Investigation_RunFromCriminal.lsj Synopsis: A player attacked an NPC from out of sight, and this NPC or another one is fleeing from that attack, looking for cover. This dialog is only played by "cowardly" NPCs: plain CIVILIANs and BEASTs that are not AGGREESIVEBEAST.
Note: multiple NPCs will most likely play this dialog at the same time, or shortly after each other. So watch out with sequences, since those will be spread across multiple NPCs and not play in order on one NPC.
0:0 - Keep your head down! 0:1 - Where'd that come from? 0:2 - Watch out! uid: 359207d3-aed2-4662-7888-8e7559d3e46a === END NODE ===
0:0 - *AIE!* 0:1 - *WHINE!* uid: a34b6634-2b5a-704b-fed7-c85df7fac856 - 0 Check flag(s) (Tag): true - Beast - Type Tag for beast-type monsters (animals) (BEAST tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Investigation_EdgeTowardsCriminal.lsj Synopsis: An NPC got attacked from out of sight, and they and/or other NPCs are now investigating in the direction where the attack came from, trying to find the culprit.
Note: multiple NPCs will most likely play this dialog at the same time, or shortly after each other. So watch out with sequences, since those will be spread across multiple NPCs and not play in order on one NPC.
0:0 - Over here... 0:1 - They have to be here... 0:2 - Don't let them go. 0:3 - Did you hear something? uid: 3eb07435-f13a-59cd-488e-e7595c417729 === END NODE ===
0:0 - Mmm? 0:1 - Kss... 0:2 - Hrm... uid: a6e86e41-fc85-8a7c-10ca-4cb979ca1c80 - 0 Check flag(s) (Tag): true - Monster - A global tag for all non humanoid creatures (The famed Blade of Frontiers, the pride of Baldur's Gate.) === END NODE ===
0:0 - *Grrr...* 0:1 - *Hrm...* 0:2 - *Raw?* uid: faee7148-298b-e5a4-2d30-f1cccf4e8026 - 0 Check flag(s) (Tag): true - Beast - Type Tag for beast-type monsters (animals) (BEAST tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Investigation_AttackFallback.lsj Synopsis: An NPC noticed a criminal that they wish to confront during their investigation of a crime, but are unable to reach them (pathfinding is blocked). The fallback for this particular crime is to attack the criminal in that case, and when doing so they speak this dialog.
0:0 - Hrm! uid: 7521eaff-4682-879c-febc-daf4daa735e3 - 0 Check flag(s) (Tag): true - Monster - A global tag for all non humanoid creatures (The famed Blade of Frontiers, the pride of Baldur's Gate.) === END NODE ===
0:0 - *ROAR!* uid: 8b02fb2a-05fe-0f5c-2475-2ff7c7f45104 - 0 Check flag(s) (Tag): true - Beast - Type Tag for beast-type monsters (animals) (BEAST tooltip) === END NODE ===
0:0 - There you are! Face me! uid: ea697a89-3f3f-2402-506f-cffef2a47e3a === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Investigation.lsj Synopsis: An NPC heard a crime but did not see it happen, or they came up on a crime scene (like a dead body, or an item that's missing because it was stolen), and start "investigating": walking around, looking for "clues" and for people to interrogate about the cirme.
0:0 - Hrmm? 1:0 - What happened here? 1:1 - Whoever did this might still be here. 1:2 - Gotta be more evidence. 1:3 - Who would do something like this? uid: 5eadf779-5638-4a60-ba96-4d9b4fcbd5ba - 0:0 Tag: Beast - Type Tag for beast-type monsters (animals) (BEAST tooltip) - 0:1 Tag: Monster - A global tag for all non humanoid creatures (The famed Blade of Frontiers, the pride of Baldur's Gate.) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_HerdMonster.lsj Synopsis: Generic. A brave NPC sees a player shapeshifted into a scary form (wolf, bear, badger, spider, ...) or a scary summon (spider, fire elemenal, ...), and tries to herd it away.
Stout NPCs (GUARD, BADASSCIVILIAN, NOT_MESSING_AROUND)
0:0 - Bloody badger! 0:1 - You shoudn't be here! 0:2 - Go away, you furry interloper! 1:0 - Go away! 1:1 - Nothing for you here - go on! 1:2 - You don't belong here! 2:0 - A bear - can't leave it here. 2:1 - Away with you! 2:2 - Keep those claws to yourself! 3:0 - Go on, this is no place for a rothé! 3:1 - Get those horns away from me! 3:2 - Go on, get! Before you trample someone! 4:0 - Go away! 4:1 - Run off to your pack! 4:2 - There's no prey for you here! 5:0 - Use all those legs and get out of here! 5:1 - You'd better not be venomous... 5:2 - Away! 6:0 - What's this creature doing here? 6:1 - Get away! 6:2 - Go! Shoo! 6:3 - Go on, get! uid: b7d45d35-5a00-b73e-52cf-6b807f6e8ecc - 0:0 Tag: Spider - Species tag (SPIDER tooltip) === END NODE ===
0:0 - Unauthorised creature. 0:1 - Presence forbidden. 0:2 - You must leave. 0:3 - Unregulated creature detected. 0:4 - Access forbidden. 0:5 - Unknown organism. uid: fa6f1a54-fb6b-6067-2faf-07df48dbf4e0 - 0 Check flag(s) (Tag): true - Construct - Type Tag for Construct-type monsters (CONSTRUCT tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Help_Vandalise.lsj Synopsis: A non-hostile NPC notices a player damaging or destroying an item.
0:0 - Someone help! This one's destroying our things! 0:1 - What are you doing?! We won't stand for that. Help! 0:2 - Help! This one's a vandal! uid: d02ee2b4-f77f-455a-9da3-d1a78e63dd10 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Help_Thief.lsj Synopsis: A non-hostile civilian reacts to theft-related crimes (including being pickpocketed).
0:0 - Hey, I saw that! Thief! 0:1 - Thief! Thief! 0:2 - Hey! You're a thief! Help, thief! 0:3 - Put that back! Thief! 0:4 - Help - there's a thief! uid: 6f6407db-026c-4714-b703-4be0ab80b6cd === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_Help_Assault.lsj Synopsis: A non-hostile civilian has been attacked by a player and is calling for help
0:0 - Stop that! Someone help! 0:1 - Help me! Please! 0:2 - Someone - please help me! uid: a3377d0a-5225-4e5f-bfa4-6aef28d9b099 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_GuardNPCInterrogation.lsj Synopsis: An NPC was confronted with a crime, and called for help. A guard, who did not witness the crime, arrived and starts "interrogating" the NPC about what happened.
0:0 - Didn't you see them? The cad was just here! 0:1 - You've just missed the criminal! 0:2 - There's a criminal loose. They've just been pestering me! uid: 13c504b5-1353-dd1d-b17f-a986b76a9fbf - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. > Not to worry - I'll find them. I'll have a look around. I'll arrest them - don't worry.
0:0 - Didn't you see them? The criminal was just here! 0:1 - There's a criminal loose. You've got to find them. 0:2 - There! There's a criminal here. uid: 7b2e2c55-f8a3-bcf5-877e-b6a0c3b15ff4 - 0 Set flag(s) to (Object): true - CRIME_FoundGuiltyPlayer - Must be set on the investigating NPC in a crime dialogue. If set, then the NPC will stop investigating after interrogating/confronting this player. > Not to worry - I'll find them. I'll have a look around. I'll arrest them - don't worry.
0:0 - Justice will be served - never you worry. 0:1 - Don't you worry - I'll find the culprit. 0:2 - The culprit will be brought to justice. uid: 8dbd73e9-167c-aacd-c9bd-ce614a4c3c1b === END NODE ===
0:0 - Not to worry - I'll retrieve what's been taken. 0:1 - I'll find them - don't worry a moment more. uid: c87bb78f-23e9-5c2b-9292-c6da90510ed5 === END NODE ===
0:0 - I've been attacked! 0:1 - Someone assaulted me for no reason at all! uid: ccf7b576-8f7d-9c45-d832-3cc528d8ccea - 0 Check flag(s) (Object): true - GEB_Crime_IsVictim - The NPC in the crime dialog is the victim of the crime > Never you worry - I'm on the case. I'll find the culprit - I swear it.
0:0 - Never you worry - I'm on the case. 0:1 - I'll find the culprit - I swear it. uid: d26d11e3-7b63-2d57-8f89-04ab9c8dae71 === END NODE ===
0:0 - Not to worry - I'll find them. 0:1 - I'll have a look around. 0:2 - I'll arrest them - don't worry. uid: fe0b7da5-70fc-3474-add0-e137ab0807ef === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_GoblinKidFollowCritter.lsj Synopsis: Generic. Goblin kid following a cute critter while another goblin kid is throwing rocks at it.
0:0 - It'll hurt less if you stop moving! Maybe. 0:1 - What's the matter? Don't want to play? 0:2 - You'll get tired eventually! 0:3 - Come on, let's see how fast you can move! 0:4 - Don't be shy! I'm just having fun! uid: 58778b5d-c208-a42f-b864-c50a9d217a4f === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_GoblinKidCritterGiveUp.lsj Synopsis: Generic. Goblin didn't manage to kill the shapeshifted player or summon (small, cute animal) after throwing a bunch of rocks at them, and gives up.
Also used after throwing rocks at a player that plays/performs badly using a bardic instrument.
0:0 - Hag's knickers! My aim's off! 0:1 - Waste of good rocks. 0:2 - I'll get you next time! 0:3 - Go on, scram! 0:4 - Ugh. No fun. 0:5 - Bored of this. uid: 10fac602-2f64-a93f-6988-5503aeccdcb4 === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_FleeFromMonster.lsj Synopsis: Generic. An NPC sees a player shapeshifted into a scary form (wolf, bear, badger, spider, ...) or a scary summon (spider, fire elemenal, ...), and flees from it. The NPC can be a child or adult of any species. They may be alone or with others (some lines plea for help, but are spoken in general as frightened utterances.
NOTE - Anyone with the DRUID or ACT1_DEN_IDOLTHEFT is exempt from this dialogue.
0:0 - A big scary badger! 0:1 - Help! 0:2 - Don't bite me! 0:3 - Eeek! 0:4 - Agh! 1:0 - Monster! Help! 1:1 - What is that thing?! 1:2 - Somebody, help! 1:3 - No! 1:4 - Agh! 2:0 - Bear! Help! 2:1 - Bear, eek! 2:2 - Bear! 2:3 - Ahh! Bear! 2:4 - Eek! 3:0 - Help, there's a rothé! 3:1 - Don't trample me! 3:2 - Keep those horns away from me! 3:3 - No! 3:4 - Help! 4:0 - Wolf! 4:1 - Don't eat me! 4:2 - Those teeth - help! 4:3 - Agh! 4:4 - Help! 5:0 - Spider! Get away from me! 5:1 - Help! There's a giant spider! 5:2 - Leave me alone! 5:3 - Eek! 5:4 - No! Help! 6:0 - What's that?! 6:1 - Help! 6:2 - Somebody help, I'm scared! 6:3 - Leave me alone! 6:4 - Agh! 6:5 - Eek! uid: 1a6b790e-96ea-4937-9c4e-195242d4bea9 Node context: Alarmed and frightened by a nearby animal (actually the player in wildshape - one of several forms) - 0:0 Tag: Spider - Species tag (SPIDER tooltip) - 0 Check flag(s) (Tag): true - KID - Behaviour Tag (KID tooltip) === END NODE ===
0:0 - That badger's a monster! 0:1 - The size of that thing! 0:2 - Get away from me, beast! 0:3 - Help, someone! 0:4 - Agh! 1:0 - What's that?! 1:1 - Keep away from me! 1:2 - Somebody - help! 1:3 - Agh! 1:4 - Get away! 2:0 - Bear! 2:1 - Keep away from me! 2:2 - Bear! Help! 2:3 - Help! 2:4 - Agh! 3:0 - Keep those horns away from me! 3:1 - There's a deep rothé on the loose! 3:2 - Don't trample me, beast! 3:3 - Ahh! Help! 3:4 - Get away! 4:0 - Careful - wolf! 4:1 - Wolf - help! 4:2 - Get back, wolf! 4:3 - Somebody help! 4:4 - Agh! 5:0 - Spider! Agh! 5:1 - Keep those legs away from me! 5:2 - I'm not winding up in a web! 5:3 - Eek! 5:4 - No! 6:0 - Help! Somebody! 6:1 - Get away from me! 6:2 - Keep away from me! 6:3 - What the...? Help! 6:4 - Agh! 6:5 - Help! uid: 4276778b-0acb-46ba-a920-90cb8208f9a7 Node context: Alarmed and frightened by a nearby animal (actually the player in wildshape - one of several forms) - 0:0 Tag: Spider - Species tag (SPIDER tooltip) === END NODE ===
File E:\BG3_Unpack\Shared_pak\Mods\Shared\Story\Dialogs\Crimes\GEB_AD_DealWithCrime.lsj Synopsis: An NPC tried to call for help after being confronted with a crime, but no help came, and they decide to react to the crime themselves (usually by attacking the criminal).
0:0 - I'll deal with you myself. 0:1 - You're mine, then. 0:2 - I'll make quick work of you. uid: db230865-baa7-4869-bc83-b96460a75293 === END NODE ===