Author Topic: How to remove SELECT_COMMON sound when NPCs initiate dialogues  (Read 2327 times)

Vlad

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Hi,

When NPCs initiate dialogues no matter whether it's call for B dialogue through Interact(...) or J dialogue through Dialogue(...) NPCs always say their SELECT_COMMON phrase. It's really become annoying when the actual banter/dialogue has nothing to do with that SELECT_COMMON sound. For example, when my NPC initiates the following dialogue:

IF WEIGHT #0 ~Global("VP_MyFatherIsDead","LOCALS",1)~ THEN BEGIN 11
  SAY ~(*As the group exit the maze, Leina‘s gaze is immediately drawn to the body lying on the floor before them. She cries out and runs to kneel beside, what she instantly recognises as the bloodied figure that was once her beloved father... taking his lifeless hand in her own...*)
 
Fa... (*sobbing*)... fa... father, I... I miss her too you know. When I left, I... I thought I had found what you and mother had.~
  IF ~~ THEN DO ~SetGlobal("VP_MyFatherIsDead","LOCALS",2)~ GOTO 12
END

she says one of the five SELECT_COMMON phrases which just spoil the mood of the dialogue above:

You need something identified... again!?
You in need of a song to stir your hearts?
Is it the sword, the lute or magic this time?
And when did you lose your voice might I ask?
Yes?

So my question is how to solve this problem?

Offline jcompton

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #1 on: July 06, 2005, 08:42:05 AM »
Include a very small, mute WAV file and tag the first line with it.

SAY ~(*As the group exit the maze, Leina‘s gaze is immediately drawn to the body lying on the floor before them. She cries out and runs to kneel beside, what she instantly recognises as the bloodied figure that was once her beloved father... taking his lifeless hand in her own...*)~ [MUTEWAV]
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Vlad

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #2 on: July 06, 2005, 09:01:50 AM »
Thanks Jason. I thought about this simple solution when was reading Idobek's tutorial on ADD_MUSIC.  :)

Offline Avenger_teambg

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #3 on: July 11, 2005, 12:05:45 PM »
Hmm, i wonder if this didn't bother the original authors and there is no special flag to override the sound.

Offline Caedwyr

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #4 on: July 11, 2005, 01:52:58 PM »
You can see the original game having issues with this, when minsc spouts off his normal line when saying his first bit of dialogue after leaving Irenicus' dungeon.  I'd noticed him saying things that had nothing in common with the text it was displaying, but figured that they wanted some sort of sound, and the recording budget got cut so the spoken words didn't match the written words.
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avenger

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #5 on: July 12, 2005, 02:30:53 AM »
Hmm, do everyone consider this as a bug?
Shouldn't the npc give its select_common text only when the player initiates dialogue?
Since this is only a minor thing which wouldn't break anything, but is a real nuisance, i could stray from the IE standard here :)

Offline Avenger_teambg

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possible with the IE!
« Reply #6 on: July 16, 2005, 02:59:42 AM »
You can do something like this:

DialogInterrupt(false)
StartDialogueNoSet(Player1) .... or any other dialog initiation
DialogInterrupt(true)


If you forget the last action, your NPC will be unable to talked to.
I tested this, and I believe the test was correct :)

Offline Diana

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #7 on: July 24, 2005, 08:55:06 PM »
Another question please, if you all don't mind.

If a .cre file is cloned from an existing in-game .cre, in this instance an Amish Guard, is there an easy way to remove all wav files associated with it via DLTCEP as we are only seeking to add two wav files to its dialog.

Thanks.

Offline Avenger_teambg

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #8 on: July 25, 2005, 04:32:37 AM »
dltcep can save and import a set of string constants.
I don't remember if it has an option to set them all to 0xffff in a single move.
So right now, you can either manually set them, use some weidu magic, or save an existing creature's strref set (which are all empty), and reload them into your new creature.
Please note, you don't assign wav files, you assign string references which in turn reference sound resources.

Offline Diana

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #9 on: July 25, 2005, 07:41:09 AM »
Thanks - I loaded the .cre file and saw that it was possible to set the String Refs to -1 which cleared what I wanted.

Last question - Is it possible via scripting replace which .wav file a creature references for a particular action, i.e. being hurt? 

Offline Idobek

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #10 on: July 25, 2005, 09:04:39 AM »
SetPlayerSound()
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Offline Diana

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #11 on: July 26, 2005, 07:24:12 AM »
Thanks.  However I get a Weidu error message (too many conditions) when I attempt to replace the .wav file originally associated with HURT via the .tp2  in cutscene.baf.  If I leave out the wav clip it will pick up the new string text, but not the Bioware FEMALE1E.wav

SetPlayerSound(Myself,~Unnnh!~ [FEMALE1E],HURT)

I am wondering if I would have to change the code as follows to make it work
SetPlayerSound(Myself,@1,HURT)

and create a cutscene.tra file containing

@1 ~Unnnh~ [FEMALE1E]

.

Offline jcompton

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #12 on: July 26, 2005, 09:36:21 AM »
Yes. Aside from some limited circumstances (such as PlaySound), the engine doesn't recognize attempting to simply play a WAV. You need, as you surmised, a new string with an associated WAV. If you don't want text to show up with the hurt sound, you can make the text ~~.
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Offline Diana

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Re: How to remove SELECT_COMMON sound when NPCs initiate dialogues
« Reply #13 on: July 26, 2005, 10:36:26 AM »
Thanks - I think I'll just do the SetPlayerSound business in the xxxxx.d file prior to the cutscene's execution so I can just tack the changes onto its associated .tra file.  Less clutter.

 

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