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Xxtayce

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  1. I believe NWN1 did have both local & global ints, but since I apparently like to do things the hard way, I used to manually make a check/set int each time I needed one and would set it on the PC with things like "TalkedToValen". So, I'd be basically doing the same thing here, just without needing to create a script each time for it? I'm using the "Sound" line in the "Node" tab in conversation for adding the corresponding audio. I'm thinking it might be not playing because of the filenames I'm using. I started with vs_nx2valem_20 and have worked my way up to vs_nx2valem_27. The initial Valen sound files started at vs_nx2valem_50 and went through vs_nx2valem_145. I'll try launching the mod "for real" to see if the sound/facial glitches persist. Oh, and no worries on spoilers. I've played the OC all the way through about 5 or 6 times and started it up to the Docks before I lost interest about 4 more times. I've played through MotB about 3 or 4 times as well.
  2. Bleh, have some errands to run - will be back later. I'll check in more detail once my brain has coffee. Thank you again for your help and patience with me.
  3. From where I'm bringing him in (just inside the crypt outside Highkeep) I'm afraid the other companions might start fighting while he's mid-conversation. That's why I wanted to add a check to make sure he says both lines of conversation, in case the PC has to stop talking to him for some reason. I saw scripts to change the NPC from Immortal to not-Immortal, so I'm thinking (especially considering where I'm going to spawn him) that setting him to Immortal to start and using that script to switch will be a good idea. Since you don't have a default hang-out in Highkeep yet, Valen has to be added without the ability to be removed in the beginning (a la Bishop/Khelgar/Neeshka) but if you decide you're tired of him by the time you get to Neverwinter, I'd like the PC to be able to leave him behind indefinitely. I want to increase the number of available companions in the party by +1, but I'm thinking that might mess with companion grouping later on. Not sure the best way to accomplish it, to allow Valen to be in your party as an additional companion no matter what stage of the story you're in. By using local variables instead of global variables, it seems like I'd need to create those manually? Or is the local variable what I add in sVariable(String) beside the global script condition/action? Sorry, I'm trying to remember mod-making and scripting from ~10 years ago, and transfer that to the updates that were done in NWN2. Please forgive my ignorance. Oh. And while his sound files play from within the conversation in the toolset, when I go to test the mod via Ctrl+F5, I'm not hearing anything. And his face has weird glitches, where his mouth is about a foot to the right of the rest of his body.
  4. RE: Always/Once per conversation/once per creature that uses this conversation/once per game - Is this mostly just used for random conversations for the masses? (Like, to make sure your wandering NPCs in a city don't say the same thing over and over?) Or is it used often in normal conversations? I see they have a gc_global_int and ga_global_int default script now (which is nice to not have to make one every time you want a certain condition to be met/set) - but who is it set on and am I using it right? Example: Valen: (first meeting condition gc_global_int | 00_Valen_Intro | 0) blah blah blah nice to meet you [continue] i'm this guy and i'm awesome (action ga_global_int | 00_Valen_Intro 1) So that way he'll only repeat that conversation if you stop him before he says his second line of intro dialogue. Right? Can I have the int be set on the NPC's line (like saying his/her name) and checked on the PC's dialogue options (to not allow the PC to ask the NPC's name if the NPC already said it)? Or will the conditional never be met since the check is on the NPC but the set is on the PC? EDIT: Adding a NPC to a party seems incredibly confusing when trying to look at other NPCs' scripts to see what is done for the default. I believe I may be doing this wrong:
  5. Oh, just grumbling a bit :) I've been cutting up and stitching together .wav files all day. I'd like him to come in as seamlessly as possible but I know only about a minute or two of his dialogue can be actually spoken. I'd hoped for a little more to give a voice to the text as he progresses, but there's only so much I can do. When I'm closer to done with it, I think I might need help using the OnEnter script to spawn a bunch of waypoints. He'll need ones for his hangout spots, at least, and I'll probably want one to spawn him at.
  6. My writing capability is severely limited by the small number of actual spoken lines Valen has. I think I have about 45 seconds worth of usable audio for an intro. :dry:
  7. There seem to be multiple conversations for each NPC (intro convo, convo as henchman, then other little convos that everyone can participate in). Is it not still possible to set conditionals at each root line so it's all done in one conversation instead? Oh - and a general preference question: If you were to add Valen into the story, where would you put him? I'd like him to be in early enough on that he's able to grow with you, but the music in the beginning parts just sound so happy and that doesn't fit. I'm thinking maybe when you enter the graveyard after Fort Locke, he spawns inside the crypt. I eventually (if this goes well) also want to make Tomi in the Docks on the way to the Back Alley, and turn Deekin the Merchant into Deekin the Companion.
  8. I tried the ctrl+click, shift+click method - I may have been using a different tool than the one you were referring to. There were a bunch on that link. There I go again, making things harder on myself. :confused: Going through Valen's lines and writing down what goes with what .wav file so I can put together a convo in my head first. Holy crap, he's got some seriously cheesy stuff going on. I'd forgotten, or maybe it doesn't seem so bad when it slowly progresses over ~100 hours of playtime and character progression, but stuff like: "And it begins again. I swear to stand at your side, my love, and guard you to my last breath – and beyond." Yeah... I'll try to go for the less cheesy ones, lol. So, in looking at the other henchmen's convos, I'm wondering if I could copy over Casavir's convo, and just edit it from there since I want a lot of the same conditionals being met. I'm guessing the {Comments} are notes to the voice actor who hadn't yet recorded his lines, and the |Comments| are from the writer - and don't have an actual use? MarkIsDone() sounds like a new function that I didn't have before? I think I remember having to set an int for "IsDone" and set to true, and check in advance if that int was set to true before running a script. This sounds like less hassle :)
  9. That tool is amazing. A little annoying to have to extract audio files one at a time, but much easier than any other way I could think of. Just pulled out all Valen's audio :) Thank you for the unique tag trick - I didn't think of that one. That will work much better for my purposes, I think. Maybe modify the OnEnter of one of the existing scripts to force Valen to spawn at the unique tag, and then the override folder set would be the export of the character, that one script, the dialogue file, and a crapton of voice files? You're very kind to help me with this, by the way. I appreciate it.
  10. Hmm. In looking at it, while it has all the companion voice commands, it's missing any of his storyline recorded voice. Can you point me at a link to instruct on how to get those out of nwn1? I'm thinking to crop out references to the Seer and the Valsharess so that he can have some spoken lines before you get him, and maybe have some interactive conversation between. Side question - do I need to (or should I) convert the wav files into a nwn file? (Like a .tlk or whatever is used for audio files?) Last side question for the moment - best way to add in a new NPC to be a companion? I'm wondering if making one of the doors in the docks district be usable to a new area would work, so that people who are already midway through the campaign could get him if they wanted? Or is that (once again) making things more difficult than necessary?
  11. Scratch that. May not be necessary. Huzzah! http://neverwintervault.org/project/nwn2/hakpak/original-hakpak/full-voicesets-including-souhotu
  12. Hmm. Discovering that although Valen's voiceset seems there for the selecting, when you click play, nothing happens. I'm wondering if the SoU/HotU voices were stripped out of nwn2 for some reason. That being said, I vaguely recall being able to pull out sound files from nwn1 some how. I have an old copy of the nwn viewer from before the vault vanished, but I can't for the life of me remember how to use it. I'm thinking i can extract the voices, make a .tlk file or somesuch for the override folder, and use it. The voices seem to still be an option so it's probably still referenced in .2da files somewhere. See what I meant about making things harder on myself than necessary? I never go for the easy stuff, oh no.
  13. Thanks :) It's a bit confusing finding things in several places. I'll try to remember to do so in the future. The conversation editor for nwn2 is daunting, not gonna lie! It seems like not all sounds are available/easily found like they were in nwn1. Do I need to open up a file (like with 2da editor, or something?) to see which sound names exist? Or copy/paste sound names from nwn1 with a trial/error method to see if they work? Re: Fuss - I may be misremembering, or it may have been a general 'wtf' of the community opening the new toolset and not finding anything they were familiar with. I tend to make things harder on myself than they need to be, so I never used the script generator and tried to figure out how to script things manually. Took twice as long and half of them broke when the final nwn1 patch came out :/ That's my last bit of bugging you for the evening, I swear.
  14. I remember there being a bit of a fuss about the nwn2 scripting being different from nwn1, but it's been so long since I was in the nwn1 toolset that it probably won't be too hard for me to learn the new way things are done for nwn2. Eventually I'd like to have the companions be a small add-on in the override folder done via script as much as possible, so that it's redistributable. I doubt I'm the only one who misses some of the nwn1 chars, and if I ever have to reinstall or get a new machine, it's stored somewhere for me to redownload again.
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