I’ve always loved the dialogues created by the SDT community, especially the ones that feel dynamic — reacting to player actions and story beats. But when I tried writing my own, I quickly realized how painful the process is:
So… I decided to try to build a solution.
Introducing: Dialogue Editor for SDT
A tool designed to make writing and managing dialogues simple, structured, and far less error-prone.
Key Features:
Install
The app is divided into tabs, each focusing on an area:
Modding Support
All default settings are loaded from `.json` files located in the json folder.
You can now extend the editor without editing these defaults directly — instead, create or install mods in the mods folder and enable them in the Mods tab.
With this system you can:
Included Mods
Out of the box, the editor comes with:
I built this tool mainly because I could, and I thought it would help creative people write dialogues more easily.
If you find bugs or have feedback, feel free to share them — just keep in mind:
- The built-in editor is very limited
- Editing `.txt` files directly is tedious and error-prone
- Debugging mistakes is frustrating, since small typos or extra spaces can break things
So… I decided to try to build a solution.
Introducing: Dialogue Editor for SDT
A tool designed to make writing and managing dialogues simple, structured, and far less error-prone.
Key Features:
- Dialogue Writing – Clean, structured editor for new dialogue lines
- Line Organization – Sort by type, style, conditions, and more
- Variable & Trigger Management – Define and reuse data without hunting through text files
- Import/Export – Bring in existing `.txt` dialogues or export ready-to-use game files
- Project Saves – Save your work as a project file (`.json`) and continue later
- Error Highlighting – Color-coded import with warnings, errors, and comments clearly marked
- Preview & Play – Instantly preview dialogue or simulate in-game delivery with a typewriter effect
- Templates– Reusable blocks of conditions/settings that can be inserted into your dialogue
- Import existing dialogues and review them instantly with automatic color-coding
- Built-in condition editor to handle complex branching logic
Install
- Download and unzip the release
- Run `Dialogue Editor.exe` (will prompt to install .NET if missing)
The app is divided into tabs, each focusing on an area:
- Project – Save/load projects, set metadata, import/export dialogues
- Dialogue – List, filter, edit, and create dialogue lines
- Line Types – Manage built-in and custom line types
- Variables – Define variables, set default values, and initialize them
- Triggers – Create and manage triggers
- Mods – Enable/disable mods located in the new `mods` folder
- Templates – Define reusable condition or setup blocks for faster writing (mods can also define templates)
Modding Support
All default settings are loaded from `.json` files located in the json folder.
You can now extend the editor without editing these defaults directly — instead, create or install mods in the mods folder and enable them in the Mods tab.
With this system you can:
- Add more Triggers
- Define new Line Types
- Define additional Variables
- Add default Dialogue lines
- Provide Templates through mods
Included Mods
Out of the box, the editor comes with:
- MoreMoods – adds more moods to the game, by sby.
- DialogueActions – a loader mod that exposes more game-actions to dialogue writers, by pim_gd (incomplete).
- MoreTriggers – An addon for DialogueActions, by DrZombi.
I built this tool mainly because I could, and I thought it would help creative people write dialogues more easily.
If you find bugs or have feedback, feel free to share them — just keep in mind:
- I don’t plan on actively developing this further
- Small or critical issues might still get fixed if reported
- I encourage the community to create new mods and help expand the ones I’ve started.