Ea6t Posted May 28, 2017 Share Posted May 28, 2017 I would like there to be a scene in my mod where someone talks from a long distance from the player (without entering the dialogue menu) but still want the player to be able to hear them. To do this, I want the lines of dialogue to be played as if through the dialogue menu, but cannot find a way to make this happen. I could just use a talking activator to have the lines be played from closer to the player, but I don't prefer this option. Any advice on how to make an actor's dialogue play nondirectionally would be appreciated. Link to comment Share on other sites More sharing options...
madmongo Posted May 28, 2017 Share Posted May 28, 2017 The dialog system expects the player to be talking to something close, either a person or a creature or some sort of creature object like an intercom or Mr. House. If there is a way to have a long distance conversation with the existing dialog system, I don't know what it is. I suspect that it's not possible. Would having an invisible NPC close to the player with your real NPC in the distance work? You could fiddle with the voice (adding some echo, equalizing it a bit, etc) to make the sound appear to be more distant. Link to comment Share on other sites More sharing options...
Ea6t Posted May 28, 2017 Author Share Posted May 28, 2017 Thanks. If that's the case, I will likely just use an invisible talking activator to do this. It doesn't really matter if the dialogue seems to be coming from far away, I just need it to be audible. Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 28, 2017 Share Posted May 28, 2017 If you don't want to use the actual dialog system, couldn't you just use a script to play the lines as sound effects and use message boxes if needed for player responses? Possibly better yet, there's also this: http://geck.bethsoft.com/index.php?title=Say Link to comment Share on other sites More sharing options...
Ea6t Posted May 29, 2017 Author Share Posted May 29, 2017 If you don't want to use the actual dialog system, couldn't you just use a script to play the lines as sound effects and use message boxes if needed for player responses? Possibly better yet, there's also this: http://geck.bethsoft.com/index.php?title=SayThank you for your reply. I am currently using the SayTo command to initiate speaking, so that is not an issue. I weighed playing the lines as sound effects as an option but did not want to do that because it would mean no subtitles. I'm not really looking for a conversation (if I was, I'd just have normal dialogue be initiated). As it is, I'm most likely going to settle for a talking activator. Link to comment Share on other sites More sharing options...
Mktavish Posted May 30, 2017 Share Posted May 30, 2017 If you don't want to use the actual dialog system, couldn't you just use a script to play the lines as sound effects and use message boxes if needed for player responses? Possibly better yet, there's also this: http://geck.bethsoft.com/index.php?title=SayThank you for your reply. I am currently using the SayTo command to initiate speaking, so that is not an issue. I weighed playing the lines as sound effects as an option but did not want to do that because it would mean no subtitles. I'm not really looking for a conversation (if I was, I'd just have normal dialogue be initiated). As it is, I'm most likely going to settle for a talking activator. I'm not completely sure , but with regard to the player ... The say and sayto command may have an inherent difference ... While the sayto does have a flag for "NoTargetLook" The action of zooming the player view is most likely a separately hard coded action than making an NPC turn to the speaker.And if you want it to sound like the voice is comming from far away ... you will have to have the NPC be the source instead of a talking activator. Or possibly drop a sound object at them , and have it play simultaneous with forcing subtitles. Which you could do like this in a script ... Begin MenuMode 1009 If MyActorRef.GetCurrentAIProcedure == 4 ; or another possibly http://geck.bethsoft.com/index.php?title=GetCurrentAIProcedure PlaySound MyFarSpeakerSound 1 ; which the flag will make it play in menumode endifEnd ~~~~~~~~~~~~~~~~~ And of course there was a different script that initiated the NPC with the Say command Although I'm not sure if the PlaySound command will make it render in the 5.1 surround sound.Im gona run a test on the "PlaySound3D" to see if it will play during menumode , since I can't find any info on that. Get back to ya. Link to comment Share on other sites More sharing options...
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