Elven6 Posted February 17, 2006 Share Posted February 17, 2006 I don't understand what the tutorial was talking about so mabye someone can sum it up for me. How do I add dialouge with alien sounds? Also how to I add the subtitles? Link to comment Share on other sites More sharing options...
.:Sam:. Posted February 17, 2006 Share Posted February 17, 2006 To add Dialogue with subtitles just type what you want the npc/pc to say in kotor conversation editor/dlgeditor and save the game Adding aliens sounds is the same as adding normal voices, for example if you wanted to give the npc a twi'lek sound but not create a new 1 just go to tar_m02aa_s.rim then in the tree called Dialouge click larrim and the kotor convo editor/dlgeditor will come up, now click animation & sound and copy both voice over & sound. Now in your custom dlg or editod one in voice over and sound paste the part you copied Link to comment Share on other sites More sharing options...
stoffe Posted February 17, 2006 Share Posted February 17, 2006 I don't understand what the tutorial was talking about so mabye someone can sum it up for me. How do I add dialouge with alien sounds? Also how to I add the subtitles? Dialog with alien voiceover is done through four fields on each dialogue entry node: The AlienRaceNode tells the game which set of voiceovers to use. The number you enter here is the line number in the alienvo.2da file for the voice set you wish to use. For example to make the alien speak with the female twi'lek voice, you enter 23 in this field. The Emotion field is used to determine the mood and length of what is spoken. Alien VO is determined by the emotion the VO should convey, rather than a meaning. Make sure you pick a short/medium/long alternative suitable for the length of the spoken text. Note that not all alien VO has sounds for all emotion types. Also note that some emotions has more than one sound (making the game pick them sequentially for variation). The SoundExists checkbox should be unchecked if you use Alien VoiceOver. If the dialog starter is the alien in question, you can set the AlienRaceOwner field at the top node of the dialog tree instead of the AlienRaceNode on each node. This field will set the Alien VO set to use for all dialog nodes which doesn't specifically set an AlienRace or a Voiceover sound file. * * * If you want the alien to move its lips when it speaks, you also need to make sure that there is a .lip (lipsync) file for each emotion you use either in the modulename_loc.mod file for the module your alien appears in, or within the MOD file itself if it's a custom module/area. The name of the .lip files you need should match the name of the sound as seen in alienvo.2da. Link to comment Share on other sites More sharing options...
Elven6 Posted February 18, 2006 Author Share Posted February 18, 2006 I dont get the conversation editor tho, how do I use it? Screenshots mabye? Link to comment Share on other sites More sharing options...
Darth333 Posted February 18, 2006 Share Posted February 18, 2006 Open an exisiting Kotor 2 .dlg file with tk102's dlg editor and everything explained above should become clear. If you really want to learn modding, try to do some "exploration" by yourself to see how it's done (it's worth many screenshots) and read the readme that comes with tk102's dlg editor. Link to comment Share on other sites More sharing options...
Elven6 Posted February 19, 2006 Author Share Posted February 19, 2006 I kind of get it but were will I get the script numbers and stuff Link to comment Share on other sites More sharing options...
Miltiades Posted February 19, 2006 Share Posted February 19, 2006 I got a few question: I want to have an NPC that I can talk to, and after the conversation he walks away. How do I do that? And what option do I use then to spawn my NPC? Attaching a script to a dialog, or using the module option? Link to comment Share on other sites More sharing options...
Pavlos Posted February 19, 2006 Share Posted February 19, 2006 I kind of get it but were will I get the script numbers and stuff Can you be a little clearer on this? I'm not sure what you mean. I got a few question: I want to have an NPC that I can talk to, and after the conversation he walks away. How do I do that? You could attach a simple script to the EndConversation field such as: void main() { object oWP = GetWaypointByTag("MyWayPoint"); object oNPC = GetObjectByTag("MyNPC"); AssignCommand(oNPC, ActionForceMoveToObject(oWP)); } I haven't had a chance to check it so I don't know if it will work and my scripts always have some sort of quirk. *Prepares to be smote by Darth333 or Stoffe for his feebleness* And what option do I use then to spawn my NPC? Attaching a script to a dialog, or using the module option? Follow the instructions in this tutorial: http://www.lucasforums.com/showthread.php?t=143536 Link to comment Share on other sites More sharing options...
Miltiades Posted February 19, 2006 Share Posted February 19, 2006 Thanks. I'll try that script as fast as I can. But first I have to be able to spawn my NPC. If I use the "attaching script to a dialog"-way, then there's no problem. If I use the method described in the tutorial you gave, then it never works. Link to comment Share on other sites More sharing options...
Elven6 Posted February 19, 2006 Author Share Posted February 19, 2006 How would I attack the script? Link to comment Share on other sites More sharing options...
Miltiades Posted February 19, 2006 Share Posted February 19, 2006 How would I attack the script? You mean attach? You can attach a script to an entry in a dialog file. In Kotor 1, you type the name of the script (without extension) in the "script that fires when spoken" field, in Kotor 2, that's in the "script 1" field. (If you already knew that, I'm sorry) ----------------------------------------------------------------------- Anyway, I still can't spawn a npc by using the "How to spawn a npc in an area" option. That's what I'm supposed to do: 1. extract the On_enter script for the module. Check the .are file if you are unsure. Per example, when you enter the bar in NAr Shadaa, the script would be: a_306onenter.ncs => I use the k_202tel_enter.ncs file 2. rename the script you just extracted to something else: exmaple old__a_306onenter.ncs => Here I chose new__k_202tel_enter.ncs 3. Create a new script. => I only filled in what was necessary (npc tag and coordinates), I don't want the NPC to walk towards me or whatsoever. 4. Save your script as a_306onenter.nss (the original name of the On enter script we extracted) and compile. => I compiled the script I saved under k_202tel_enter.nss so I had a k_202tel_enter.ncs file. Now, I don't know what files I exactly have to put in my override, but I tried putting the k_202tel_enter.ncs and nss + the new__k_202tel_enter.ncs (I still don't know what that last one is used for...) And before anyone asks, yes, I have put my npc.utc file in the override. Can anyone help me or at least expain why I have to change the name of the .ncs file I extracted, because I don't know why I have to use that file. Link to comment Share on other sites More sharing options...
Pavlos Posted February 20, 2006 Share Posted February 20, 2006 Your script name cannot be over 16 characters long, this applies to many other things such as ResRefs. This means that the script will compile but your NPC will never spawn - ever. Shrink that name down to something like: old_202enter. Link to comment Share on other sites More sharing options...
Miltiades Posted February 20, 2006 Share Posted February 20, 2006 Yeah, but the original name is k_202tel_enter, can I change that, or does that part have to remain? Link to comment Share on other sites More sharing options...
Darth333 Posted February 20, 2006 Share Posted February 20, 2006 use that name (k_202tel_enter) for your modified script and rename the original script to anything you want. It can even be blabla.ncs if you want, as long as it does not exceed 16 char. Just make sure that the original script is fired at the end of your new script: ExecuteScript("blabla", OBJECT_SELF); Link to comment Share on other sites More sharing options...
Miltiades Posted February 20, 2006 Share Posted February 20, 2006 It worked. I did two things wrong. My original script had more than 16 char., and I put the wrong filename in the ExecuteScript. Thanks, Darth333 and Pavlos. Link to comment Share on other sites More sharing options...
Miltiades Posted February 20, 2006 Share Posted February 20, 2006 Another question: I want the NPC to walk towards me and then start the conversation. That's no problem. But I want from where the NPC starts to walk until he starts the conversation to be a cutscene, so the PC can't walk away when the NPC is walking towards him. How do I do it? Link to comment Share on other sites More sharing options...
Elven6 Posted February 20, 2006 Author Share Posted February 20, 2006 What about my script? I want a npc to be able to play pazzak with the PC so how would I do that? Also once I am done the dialouge I need for my character where would I put it? Link to comment Share on other sites More sharing options...
RedHawke Posted February 21, 2006 Share Posted February 21, 2006 What about my script? I want a npc to be able to play pazzak with the PC so how would I do that? Also once I am done the dialouge I need for my character where would I put it? Elven6, the best way to figure out the evils of scripting is to go out and download other peoples mods that do similar things to what you want to do and take a look at their scripting source files to figure out how things are done on your end, that is the main reason we modders pack our source scripts with our mods. void main() { PlayPazaak(1, "", 500); } Here is the script to start a basic game of Pazaak. From what I recall, the 500 is the maximum bet amount, and the 1 represents the deck the NPC uses. You attach it to a dialogue node like so... Speaker: You wanna play Pazaak? PC Answer: Yes. (End Dialogue) [Script runs here] PC Answer: No thanks. (End Dialogue) Simple. Link to comment Share on other sites More sharing options...
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