Jump to content

Recommended Posts

Posted (edited)

I think she's Protected only, eh? Too bad, because she's living her last days right now unless that's resolved.

Spoiler

So, it looked as a cakewalk to replicate her scenes and invite to a settlement. She stood at a mic and no single sound. Then two days of kicking head against wall, while modifying scene and else this way and that, have passed until i've recalled about frigging Location property sitting on original quest and blocking dialogues, removed (what the hell is the usefulness of that limitation for Topics called by request only?). Hooray, *music plays* poped up and... nothing. Stands silently a few seconds like previously and returns to having rest.

Resorted to strongest measures i could imagine - moved her song Infos into vanilla DialogueSharedInfos quest. Same result - only subtitle pops up, nothing changed from simply referencing those Infos while they were in default Topic.

I just fail to understand. If subtitle is shown, that means Info is accessible, has been successfully reached and processed (regardless of what called it). FormId hasn't been changed, which means voice file can be accessed like if nothing happened. Finally, added Condition for her VoiceType (CK started to play shared record now, but nothing changed in game). Previously had no problems with referencing infos for player, can't see any difference in handling.

I'm aware about LarannKiar's mod, no help there unfortunately, except maybe confirmation that the way i need to implement is just undoable? Still no understanding why.

Thanks.

ps. Neither Player can sing them, just shudders hands at best. Still only subtitles appear. Wtf is wrong?

Edited by hereami
Posted (edited)

There is an old mod Aka Singer. Singing settlers. Workplace of the singer. It is also not difficult to make an even cooler mod. Animate the singer character together with an animated microphone animObject, for example, and assemble furniture for the settler. The only difficulty is that you need to animate the lips.generate lip from waw, place fuz annotations synchronized with sound. Or something like that...But it is feasible, because there are already sex animations with lip call annotations, you can copy the method from there.This is more difficult than just faceEmotion.If you have 3ds 2013-2014, I can give you hct2014 and rigs, explain how to assemble any models, workstations. In general, a complete package of knowledge on methods of creating any resources. But 3ds is required.Without 3ds all doors are closed.

Edited by South8028
Posted (edited)

That's cool, but why should do any of that when everything is already there. That's simply existing INFOs, sitting in their original FormId, even spoken by same original character, and should run regardless of what and where engaged them, here's the point, although most likely game disagrees, hah. Also need for PS, so no new animated songs, but thanks 🙂

Edited by hereami
Posted (edited)

Afaik moving K-L-E-O to a different location breaks "her" dialogues. Im no expert in this, but perhaps there is a script running that is not part of the actor, but of a location/ cell and only runs there.

Edited by subaverage
Posted

Scripts have totally nothing at all to do with dialogue (unless they set a variable that is used as a dialog condition).

The issue is likely to be conditions on the the quest alias or topic groups or topic infos.

Posted (edited)

Maybe I expressed myself a bit awkwardly. I meant K-L-E-O's role as a weapon trader breaks outside Goodneighbor and as a result her dialogue options change. So I thought that whatever triggers K-L-E-O's and Magnolia's behavior is found in and maybe limited to Goodneighbor and the Third Rail and that hereami might not find what makes Magnolia sing in her properties. As I said I am no expert in this.

Edited by subaverage
Posted (edited)
18 hours ago, subaverage said:

Afaik moving K-L-E-O to a different location breaks "her" dialogues. Im no expert in this, but perhaps there is a script running that is not part of the actor, but of a location/ cell and only runs there.

Yes, there is Location property in Quest Data, had minor progress when set None. There is no exact explanation in wiki, but i guess it limits dialogue availability to certain area, and god knows what else and what for. As i understand it's irrelevant to actor's persist location or else, just blocks for everyone outside.

ps. Also Kleo's package should Offer services, but it's a secondary requirement.

Edited by hereami
Posted

False alarm, sorry, it just works, mainly. World appeared to be bigger than Magnolia knew and she got neurotic muteness. It was notorious Location property in quest, then i started patching and vivisecting and broke the rest before clearing it, all could work at day one. When those Scene infos get overriden (at least for conveniency, to add Editor id) game fails to reach voice files, weird.

Can we adust individual voice loudness? Guess no sound category option it seems.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...