This is one part of what may need to be a larger issue about creating "in between quests" dialog trees - need to think about the best way to handle that. Maybe in-between states are treated as their own quests. Should be able to prototype this regardless of implementation, though.
via dean, in a document about what should be stored in a savefile:
Exhausted dialogue options. Stuff the player already talked to them about, but they can reopen that branch of the dialogue tree if they want (perhaps to try again with a newly-acquired skill, or to refresh themselves on important information). The text should be a darkened color, but different from unavailable options.
This is one part of what may need to be a larger issue about creating "in between quests" dialog trees - need to think about the best way to handle that. Maybe in-between states are treated as their own quests. Should be able to prototype this regardless of implementation, though.
via dean, in a document about what should be stored in a savefile: