Author Topic: Trouble with voiced banters  (Read 2630 times)

Offline Kulyok

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Trouble with voiced banters
« on: March 29, 2008, 09:06:20 AM »
It's IWD NPC again, of course. I just integrated full voicing for Holvir, and I'm in real trouble now:

Each time a banter triggers, his select sound plays. It was all right when he was mute and silent, but I've got normal voicing on the banters, so it's rather unsettling when he says "In your name"(his select sound), and then, a split second after, starts "These days, I feel as if...".

I really have to do something about it, and soon, it seems. Help?

Offline the bigg

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Re: Trouble with voiced banters
« Reply #1 on: March 29, 2008, 09:13:59 AM »
It's a stupid workaround, but you could change all of his select sound to his voiced line when the banter is started (via area script and/or character script), then back to normal during the banter. It won't help with PIDs though  :(
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Offline Kulyok

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Re: Trouble with voiced banters
« Reply #2 on: March 29, 2008, 09:30:03 AM »
Oh, to hell with PID's, I just want his real lines. :) It's a cool workaround, and it may be possible - but I checked, and IWD1:TotL doesn't seem to have SetPlayerSound, at least, IESDP says so. Do you think there's a walkaround? In other words, how can it be done, technically?

Offline the bigg

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Re: Trouble with voiced banters
« Reply #3 on: March 29, 2008, 09:41:17 AM »
I don't check the IESDP for availability of commands, I just post the easiest solution  :)

Perhaps he'll start his dialogue and say his lines even if affected by an one second, no save silence spell (silenced people don't say their lines)? I know, I'm just pulling hair.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Kulyok

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Re: Trouble with voiced banters
« Reply #4 on: March 29, 2008, 09:43:07 AM »
And I really appreciate your advice. :) There's this problem that silenced people are physically(engine prevents them) unable to initiate dialogue, though.

Offline Kulyok

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Re: Trouble with voiced banters
« Reply #5 on: March 29, 2008, 09:48:29 AM »
Trying to prevent it by PlaySound("blank") before initiating dialogue doesn't work, either. It seems that the engine treats the dialogue just as it would a regular click. Meh.

Offline jastey

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Re: Trouble with voiced banters
« Reply #6 on: March 29, 2008, 10:28:14 AM »
Oh dear, I feel sorry for you. This is, as usual, the same in BG1.
Good luck!

(You still have OR(), you know.)

Offline Kulyok

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Re: Trouble with voiced banters
« Reply #7 on: March 29, 2008, 11:22:12 AM »
Um, thanks. :) I guess I can live with that, annoying though it is, but I do feel sorry for the players: I love the voicing, and it's a pity it is going to be marred this way.

Offline Kulyok

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Re: Trouble with voiced banters
« Reply #8 on: March 31, 2008, 04:44:14 AM »
What I've tried so far:

Does nothing, naturally; the sound still plays:
// PlaySound("blank") - and an associated sound
// StartCutSceneMode()
// ClearAllActions()
// MakeUnselectable()
// Dialogue instead of StartDialogueNoSet, and calling the script via ActionOverride or even via an area script.

Blocks all dialogue, since SetOverrideFlag is not available in TotL:
// DialogInterrupt(FALSE)
// ReallyForceSpell(Myself,TRAP_SILENCE)+Wait, because, again, StateOverrideFlag is not available, and I cannot make a silenced creature talk

I've got a feeling that these will not work, either, however I apply them:
// SetInterrupt(FALSE)
// AttackNoSound
// VerbalConstant(Myself,HURT)
// ClearActions(Myself)

I had that idea: to create a cutspy with the character's name and color and void soundset, and let the cutspy start the dialogue, instead. Alas, CreateCreatureObjectOffset() is very unfortunately not available, so this is out, too.

Waaah! :)

There's always good old "live with it, it's not so bad" or "sure, if you want, you can just delete all extra files in the override and use soundsets, and soundsets alone(which I do NOT want to recommend at all costs)". But I'd really like to release a working mod, if I can.

 

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