Kahgan said:
Isn't it so that intellegence(or other statslike perception in some cases) gives you more or less differant options and the speech skill decides how good you are at getting people to understand you and agree with you?
In the script source code, speech skill is called SKILL_CONVERSANT, and I see code like this:
if( is_success( roll_vs_skill( dude_obj, SKILL_CONVERSANT, -10 ) ) ) then begin
// Dialog Option A
else
// Dialog Option B
So speech skill level definitely affects which text you will see.
In the script source code, Intelligence is calles STAT_iq, and I see code like this:
if (get_critter_stat(dude_obj,STAT_iq) <= (0-LOW_IQ)) then begin
// Dialog Option A
else
// Dialog Option B
So Intelligence definitely affects which text you will see.
Charisma will also affect some dialog options.
It depends on the various scripts which checks are done, and there doesn't seem to be a general rule that applies to all. As far as I can tell, there is no checking to see if the NPC understands/agrees, at least in most cases.
There is enough commands/variables to do all of these actions though, for people making new games. If the NPCs intelligence was too low, a scripter could make them not understand you. If your charisma was too low, a scripter could make them not agree with you, or perhaps attack you, or make the whole town attack you