Remove the subtitles? I like subtitles, don't make me Force Wedgie you. ;)
The voice acting is good, but do you think you can make them sound a bit more like the other sithies?
Not the actual voice, but the sound, like they speak through an intercom or something.
Isn't there an effect like that you can apply to your sounds?
Still, it's pretty good.
:elephant::elephant::elephant:
Oh crap, the elephants are coming back.:eek:
Unfortunately I do not have the money to buy the supplies needed for this, but what i do is i poke holes in a soda can, put it over my mike and it sounds kinda like it. If anyone can find a cheep Sound Effects tool for me I would be more than glad to do it. But dont forget I dont have millions of dollars.
Originally posted by Gsccc
Well, I am unsure of the question. I save them as mp3's and put them in the folder. Errrr, how do you mean:confused:
You just answered my question. It does work when you do it right?
--------------------------------------
Originally posted by Gsccc
Unfortunately I do not have the money to buy the supplies needed for this, but what i do is i poke holes in a soda can, put it over my mike and it sounds kinda like it. If anyone can find a cheep Sound Effects tool for me I would be more than glad to do it. But dont forget I dont have millions of dollars.
Use the Trial version of Goldwave. Choose Bandpass-Stop
Originally posted by Gsccc
Unfortunately I do not have the money to buy the supplies needed for this, but what i do is i poke holes in a soda can, put it over my mike and it sounds kinda like it. If anyone can find a cheep Sound Effects tool for me I would be more than glad to do it. But dont forget I dont have millions of dollars.
LOL, the manual way! :D
I'm sure I can dig up some freeware or open source sound editing progs for ya,
I'll post links here when I find something.:)
Originally posted by StormTrooper789
You just answered my question. It does work when you do it right?
Is the pope right handed? Of course it works:D Just what ever you do dont save it as a wave. it wont work it needs to be an mp3.
Can you put a droid in there like a war droid I can do voice acting with robot sounds for I have Sound Software.
there is an option to turn off subtitles...didnt u know that? it onliy reminds me of it evry time i play with those stupid hints they give u at loading screens!...i dont like subtitles...
Originally posted by Gsccc
thats too bad, everyone else does.
i do!!!! :D i think it adds to the......
...... Star Wars feel of the game :D:D i love um
MattCole
PS Good Luck Gsccc and Yoko, the IE is always here :p (yes i know your a member :p)
Originally posted by Glamador
there is an option to turn off subtitles...didnt u know that? it onliy reminds me of it evry time i play with those stupid hints they give u at loading screens!...i dont like subtitles...
I know about that, I've seen it on the loading screens about a million times...;)
But don't make me Force Wedgie you.:p
Ok, i did the VO for Radon, it is pretty good too. I couldnt get the .lip file to work though i just used a resref from Lena's convo. The sound file is called newb. So his lips don't move. Glamador will you go nuts on me again if his lips don't move?
no lip syncing is second to the actual voices...im trying to figure out lip syncing atm so i can fix that on my own if need be...
:queen Unfortunately, without Darth333, and she hasn't been here for a couple of days, we won’t be able to get much of anything done. Darth333 if you are out there, we still need the SetGlobalVariable thing and we need help on the thing where the sith follow you into battle. I’m not the modder but Gsccc really needs help.
This would only work for one npc that has the tag declared in the script:
void main()
{
object oPC=GetFirstPC();
object oTroop=GetObjectByTag("sithguy");
AssignCommand(oTroop,ForceFollowObject(oPC,3.0f));
}
This will make the Sith follow the player until he dies. You should trigger this with a trigger or at the end of a dialog(if you do this make it the verylast thing!)
The oPC is who the sith will follow
Hope this helps! Oh yeah, tags are CaSe SeNsItIvE!
Edit: Make sure the Faction of the Sith with the tag of "sithguy" is 2.
The reason chuck, i mean Gsccc, is not writing this post is because when he saw what you wrote Stormtrooper, he dropped his book and ran straight to the computer. He said for me to say this from him.
Stormtrooper789, you have just saved my life! I now have the energy i need to keep modding! You rock more than the Appalations! Thank you very much and I will be posting my new mod soon!
Guess he is pretty happy. Thanks.
Your welcome, and I found that out by looking at NWSCRIPT.NSS
It didnt work, I did the script and at first it didnt compile so i chanved it to
void main()
{
object oPC=GetFirstPC();
object oTroop=GetObjectByTag("sithguy");
AssignCommand(oTroop,ActionForceFollowObject(oPC,3 .0f));
}
Then it compiled, but the guy doesnt follow me, i did what you said, he has the right tag, case sensetive, i attached it to his dialogue. Nothing happens.
Try removing the f at 3.0f just use 3.0
Still not working, what number is the script in the NWNSCRIPTS thing?
Wait, the guy's faction is 4, if i change it to two will he follow me?
I'm pretty sure that you do need to change the faction to 2, but I am probably not as well "versed" in scripting as others.
Faction 2 means friendly, and if he is not Faction 2 he will not attack the Republican dudes. I'm not sure if he will follow maybe that function was disabled by Bioware.
Well you guys, after a looooong two nights of making an attempt to mod this horrible situation I may be joining Fred, and Darth333. Unless I am able to figure out how to make a dialogue Starting conditional, with DLGEdit, so that the people will ask you to do somehting and you do it they will say something else the next time. I have no idea what to do I have tried everything. If someone could help me that would be great, otherwise, this may be my last visit.
BTW: I have noticed that less and less people are coming here. Does anyone even play kotor anymore? Will anyone play it when my mod comes out?
Gsccc may have over exagurated when he said that, he found out how to do it, or at least he thinks he did, he is having problems because with testing, he cant get into his module. He's taking a brake right now playing Psi-Ops. So dont worry just yet people.
Tons of people do! Darth333 probly just on vaction and the only reason Fred quit was because he didn't have a chocie, he had money problems.
Edit: opps I was writing before you had posted, but you know I'm haveing the same problems with my module if Gcsss figures it out please tell me!
Now there may be a problem, he says it doesnt work, can anyone help him?
Ok this is it, someone will need to give me an example of this script. I need to know how to make him say something different the next time i talk to him. His tag is hansolo. Please Please Please hlep me.
BTW: Based on whats going on right now and the fact that matt is leaving too. I dont know if i am going to be able to do this anymore.
I remeber something that had to do with this that tk102 posted, here it is!:
As a bonus we will add how to make your NPC say something unique, he won't say it again!
To make the NPC say something once and only once, you would first write a script that goes something like:
int StartingConditional() {
if (GetLocalBoolean(OBJECT_SELF,0) == FALSE) { return TRUE; }
return FALSE;
}
Then in the appropriate EntriesList struct, you would reference your script in the Active field. That way, the script is fired in order to check whether or not the NPC says the Entry referenced in the Index field.
Then, in the Entry List where your one-time text is mentioned, you would set a reference to another script in the Script field. This script would go something like:
void main() {
SetLocalBoolean(OBJECT_SELF,0,TRUE);
}
In this way, the local flag is set once the dialog is spoken, so it won't be spoken again. Of course, you have to design your dialog tree so there's no other points of re-entry also.
The flag is stored in the NPC (courtesy of the OBJECT_SELF pre-defined variable).
Check out these scripts:
k_act_talktrue.nss
(Sets the NPC talk to state to true)
k_con_talkedto.nss
(Returns true if the PC has not talked to this NPC before)
You could attach them to your dialog to achive part of what you want.
Check out kas24_jolee_02.dlg. Test drive to see how the dialog unfolds and where scripts are fired. You'll also notice scripts firing that check global variables.
Ok thanks, testing your ideas now...
Originally posted by Gsccc
Ok this is it, someone will need to give me an example of this script. I need to know how to make him say something different the next time i talk to him. His tag is hansolo. Please Please Please hlep me.
BTW: Based on whats going on right now and the fact that matt is leaving too. I dont know if i am going to be able to do this anymore.
You can count on me for support, the only time I won't come here is if school(when it comes)gets in the way. I'm already making my own planet.
Ok, my NwNEditor has finally gone to hell and it is trying to take me with it. Everytime I import a dialogue that i make with DLG edit into a MOD, and try to look at it in the mod it says"Unknown Format File" It never did this before, i even got another one. So is there another thing that edits Erf's and the files inside them?
Stormtrooper789 im sorry but its not working, i can tell it must be something i am doing. Can you give me a step-by-step guide to this please?!? I would really appreciate that. Im not ready to give up yet. Even though the floor is pretty much dropping out.
BTW: Here is what im trying to do, this is for test only so dont make fun of it. He is supposed to say "Stue Stue cook the stew" first then say "sota water rubarb" the next time I talk to him. So in the starting list entry i did Sota water rubarb above Stue stue cook the stew. And in the active section of Sota water rubarb i did the script starting conditional. and in the entries section for Stue stue cook the stew i did the script setlocalboolean. I really need help.
Off Topic, TIVO taped Law and order instead of my charmed!!!! I missed the one where Pheobie gets married to Cole and the source interfiers!!!!! WAAAAAAAAAAA!!!!!!!!!!! My day has officially gone to hell and stayed at the Hilton near saten's castle!!!!!!
I HATE TODAY!!!!!!!!!!!!!!
was that the one where cole has to trick her into doing an evil dark wedding and he has to drink her blood in a tomb? thats like one of the only episodes ive ever seen of that show...its a cool show tho...u better keep workin on this cus' ive watched u come way too far to fall out now! i want htis mod! i need something new to the story b4 KotOR II in the winter...
Originally posted by Gsccc
BTW: Here is what im trying to do, this is for test only so dont make fun of it. He is supposed to say "Stue Stue cook the stew" first then say "sota water rubarb" the next time I talk to him. So in the starting list entry i did Sota water rubarb above Stue stue cook the stew. And in the active section of Sota water rubarb i did the script starting conditional. and in the entries section for Stue stue cook the stew i did the script setlocalboolean. I really need help.
The Starting List has 2 nodes each structure;
Index(DWord) (That point to the entry list)
ResRefActive (Conditional script to show if it should appear or not)
The script to set the local boolean should not be in the Starting list, it should be in the Entry list section "Stue Stue cook the stew" node's ResRefScript field there. This will set the boolean as it plays, then the next time you talk it should say "sota water rubarb".
If that doesn't work try changing your local boolean number you are setting (IE from a 3 to a 4), and see if it works then.
I think! :D
OOOOOO! you know what im talking about!?!? Im not sure how the wedding goes down but im pretty sure you are right, Was cole the source?!?!, Anyways,
you dont have to worry yet glamador, unless these guys cant help me. BTW You said you wanted to do a voiceover, send me your voice saying anything as long as it is a sentance and i will see who you should be.
Originally posted by RedHawke
The Starting List has 2 nodes each structure;
Index(DWord) (That point to the entry list)
ResRefActive (Conditional script to show if it should appear or not)
The script to set the local boolean should not be in the Starting list, it should be in the Entry list section "Stue Stue cook the stew" node's ResRefScript field there. This will set the boolean as it plays, then the next time you talk it should say "sota water rubarb".
If that doesn't work try changing your local boolean number you are setting (IE from a 3 to a 4), and see if it works then.
I think! :D
Yes but i dont have set localboolean in the starting list, i have the starting conditional boolean in the starting list, setlocalboolean is in the entry already.
Originally posted by Gsccc
Yes but i dont have set localboolean in the starting list, i have the starting conditional boolean in the starting list, setlocalboolean is in the entry already.
Did you try what I said before you replied? :confused:
Use a different local boolean number and see if that works! :D
EDIT: (After the fourum went on the fritz and wouldn't load for me)
This has happened several times to me in various places, and simply changing the LocalBoolean number I was using did the trick.
I hope this helps! :D
Still not working, maybe it has to do with the OBJECT_SELF thing?
Of course, you have to design your dialog tree so there's no other points of re-entry also.
Perhaps this has something to do with the problem, explain how i design it so there is no points of re-entry, what are the re-entry points?
It probably has to do with the object of the boolean, try this for the set local boolean script;
void main()
{
int nBoolSlot=1; //any number 0-7
SetLocalBoolean(GetFirstPC(),nBoolSlot,TRUE);
}
And for your conditional.
int StartingConditional() {
return (!GetLocalBoolean(GetFirstPC(),1));
}
Remember to match the number here (),1)); with the one you set in the first script.
And see if those work for you.
Well, something changed, now he just says, "stew stew cook the stew" over and over again.
Try changing the number you used in both scripts, like if you used a 1 then try 2, and see if that helps.
And if that fails then go back to using a 1 in the scripts I just gave you and use this script in the staring list field that points to the first "stew stew cook the stew" line.
int StartingConditional() {
int i = GetLocalBoolean(GetFirstPC(),1);
if (i == 1){
return FALSE;
}
return TRUE;
}
This should cut that first stew line off at its knees, and give it no choice but go to the second line! :D
oops, I had swaped them by accident, i put the conditional where the set was supposed to be and vice versa. I tested it correct and now it is back to the Sota water rubarb only.
is there supposed to be a ! before the GetLocalBoolean?
Originally posted by Gsccc
oops, I had swaped them by accident, i put the conditional where the set was supposed to be and vice versa. I tested it correct and now it is back to the Sota water rubarb only.
But does the first Stew line fire properly, the first time only? Does it work like you want?
Originally posted by Gsccc
is there supposed to be a ! before the GetLocalBoolean?
I believe so, that line is used in TK102's Zaalbar finds Items script and I have used it also, so yes the ! is supposed to be there, though I have only a vague idea why! :D
Well redhawk, thanks for your efforts, im just not getting this. Something is wrong i dont know why, well, I'll wait till the morning. Seriously, if this cant be figured out then, I just dont know guys.
Perhaps its the fact that my dlg is a one liner?
Try and add the script I posted 4 posts above in the starting field for your first line and see if that helps.
Wait Matt is gone? Are you shore? ARGH! it's to early to spell well.
Sorry still only says Sota water rubarb, without saying stue stue.
Originally posted by Darth Dex
Wait Matt is gone? Are you shore? ARGH! it's to early to spell well.
nah, im never leaving bud, sorry :D i love this forum
MattCole
Well, Stormtrooper, im not sure what is wrong, if you could give me a step-by-step guide, that would be great! I need one that includes every little detail. I dont know what im doing wrong. If this doesnt work, my mod is history.