Well, that's great!
When Akella team was working on this game, it looks like they wanted to have all dialogs in sounds too, which would have been great but was not done. The NPC head on the top left corner of the screen just move its lips when you enter the dialog mode to play a single sound (supposed to be a 'greeting'), which have nothing to do with what is written. But it is possible to change this greeting sound before and during the dialog (in Build 13 : NPChar.greeting = "Gr_Maxwell"; in the latest build version it have been changed and I haven't look at it yet), and it is possible to order the game to play the sound again (and have the head moving its lips again) with this line : SetEventHandler("frame", "DialogPlayGreeting", 1);
In fact, this means the whole text of the NPC with whom you're talking could be hear in sound at the same time, it is doable if someone like you actually record those sounds! .
In bonus, you can change the facial expression of the talking head (read the 'smuggling in Douwesen' thread in this forum for more infos, I will post a tutorial on how to do that soon)
Now where you can find the lines : they are in .h files, in the Program\Dialogs\English directory. (for exemple : Pieter Nolt_dialog.h contains the phrases that this Douwesen pirate and the main character says during a dialog.)
To understand how thoses phrases are used by the game, in which order etc : you have to open the .c file having the same name (Pieter Nolt_dialog.c for exemple) in the Program\Dialogs directory.
exemple of .c file :
case "to_douwesen_pirates_2": <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => name of the node<!--colorc--></span><!--/colorc-->
dialog.text = DLG_TEXT[11] + characters[GetCharacterIndex(DLG_TEXT[12])].lastname + DLG_TEXT[13]; <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => what the NPC says<!--colorc--></span><!--/colorc-->
link.l1 = DLG_TEXT[14] + characters[GetCharacterIndex(DLG_TEXT[15])].lastname + DLG_TEXT[16]; <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => what the main character says<!--colorc--></span><!--/colorc-->
link.l1.go = "to_douwesen_pirates_3"; <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => next node<!--colorc--></span><!--/colorc-->
break;
here the NPC says the line 11 of the .h file + the lastname of somebody in line 12 + line 13
the main character answer with line 14 + lastname of someone which name is in line 15 + line 16
now here is the .h file :
string DLG_TEXT[25] = { <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->=> there are 25 lines in total<!--colorc--></span><!--/colorc-->
"Don't stand here -- get out of my way!", <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->=> caution, line 1 = DLG_TEXT[0]<!--colorc--></span><!--/colorc-->
"...",
"Where do you think you're going, landlubber? Turn around and march -- there's no place here for the likes of you.",
"I'm here to talk to ",
"Alistair Garcilaso",
"Alistair Garcilaso",
".",
"Hold on a minute. Aren't you the very same ",
", whose name makes fat traders tremble in fear?",
"That sounds about right. So what?",
"Wait. Are any of you fellows hiring?",
"Right now, only old ", <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => that's DLG_TEXT[11] ! <!--colorc--></span><!--/colorc-->
"Anacleto Rui Sa Pinto",
" is looking for men, but no one with any sense wants to work for that fool. You can test your luck with him if you want, but I warned ya.",
"Where can I find this ",
"Anacleto Rui Sa Pinto",
"?",
"At the tavern, most likely. He's got rum running through his veins most of the time.",
"Thanks. I'll look for him there.",
"Oh, do excuse me. Make yourself comfortable.",
"Don't worry, I'll do just that.",
"Sorry, but I don't recall him saying he was expecting a scurvy cur with bad manners. Get out!",
"I'm going to go and ask him myself if he wants to talk to me. And you're going to stand here and watch me do it.",
"We'll see about that, scourge!",
"Indeed, we will!",
};
so the real dialog is :
" - Right now, only old Pinto is looking for men, but no one with any sense wants to work for that fool. You can test your luck with him if you want, but I warned ya."
" - Where can I find this Pinto?"
If you want, I could work at getting some of this mess into proper written phrases you just have to say & record - like I just did here. For exemple, you could first work on Nigel Blythe quest, what do you think? That would be to check if this is really doable and how it sounds ingame.
EDIT : Morgan Terror, I don't think Quest_reaction.c is usefull here ; that's where most quests are coded.