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Topic Summary

Posted by: jcompton
« on: June 30, 2014, 11:46:16 AM »

Kelsey V4 is now available, text fixes only.
Posted by: Kismet
« on: December 30, 2013, 06:49:06 PM »

For some reason in BG:EE the NPCs all play their selection sounds when  initiating dialog. I'd flag down K'aeloree, but I am pretty sure this has been listed as a bug on the bug tracker already (it happens with all NPCs, including Neera, Dorn, et al).

The issue wasn't that he was playing a selection sound when he started a flirt but that he was playing his initial greeting every time he started a flirt.
Posted by: jcompton
« on: December 30, 2013, 06:12:22 PM »

And now we've got an OSX build up. Sorry for the delay, everyone.

(People who don't like NSIS can also use the OSX build as I left the Windows WeiDU in it.)
Posted by: cmorgan
« on: December 14, 2013, 02:19:01 PM »

For some reason in BG:EE the NPCs all play their selection sounds when  initiating dialog. I'd flag down K'aeloree, but I am pretty sure this has been listed as a bug on the bug tracker already (it happens with all NPCs, including Neera, Dorn, et al).
Posted by: Kismet
« on: December 14, 2013, 01:02:37 PM »

But what I'm saying (if I was understanding the non-forum discussion I was having with Kismet correctly) is that the .wav file is where we expect it to be. (Yes? Kismet?)

Correct.  fwklsymu.wav is in the override directory and the correct sound file is being referenced in dialog.tlk (at least from what I could see in nearinfinity)

I ended up deleting flklsy00.wav (his initial greeting) from the override so now I get a random selection sound like the other npcs.
Posted by: jcompton
« on: December 14, 2013, 11:14:24 AM »

But what I'm saying (if I was understanding the non-forum discussion I was having with Kismet correctly) is that the .wav file is where we expect it to be. (Yes? Kismet?)
Posted by: Kulyok
« on: December 14, 2013, 11:10:53 AM »

Just take any 0 byte file, rename it to FWKLSYMU.wav, delete FWKLSYMU.ogg and repackage.
Posted by: jcompton
« on: December 13, 2013, 12:00:28 PM »

So, we've got

@3164=~(It looks like Kelsey has his mind on you, not your marching orders.)~ [FWKLSYMU]

and we've got the small, silent fwklsymu.ogg turning into fwklsymu.wav in-game...

EE engine experts, is there some "we don't like playing short silent sound clips, we'll play his CRE initial-greeting sound instead" issue here?

And the script isn't doing anything elaborate:

Code: [Select]
  RESPONSE #100
    SetGlobal("FWKelseyStartFlirtSOA","GLOBAL",1)
    StartDialogNoSet(Player1)
    SmallWait(1)
END
Posted by: Kismet
« on: December 13, 2013, 11:51:01 AM »

So whenever Kelsey initiates a flirt, the dialog is fine but the sound that plays is his initial greeting to the player in the government district rather than what should play (the music? silence?).
Posted by: jcompton
« on: November 19, 2013, 04:36:52 PM »

Update: Version 4 is now available, includes some text fixes identified by BWP. Thanks to Wisp for the update.

Thanks to Wisp and Kaeloree, Kelsey is now available in a unified-install, BG2:EE compatible version. SOA and TOB content are now included in the same package. Existing users can simply choose to Reinstall the Kelsey package.

http://www.pocketplane.net/kelsey

(OSX version to follow soon.)