Fair Strides 2 Posted July 5, 2013 Share Posted July 5, 2013 So, I'm editing Belaya's dialog outside the Sith Academy Entrance. No VOs, nothing in the field, just the text. In-game, My added Belaya lines are skipped(not even displayed) and the game jumps to each player response instead. I ticked the 'sound exists' box and still not having it displayed. I compared it to the original entries in the file, but the speaker tags are all blank by default. Has this ever happened to anybody else before? P.S: I'm using the DLG Editor, not KT. Link to comment Share on other sites More sharing options...
harIII Posted July 5, 2013 Share Posted July 5, 2013 I know DLG Editor is a better quality program but KT is more stable. I had a couple of weird problems with it and by default, I now use KT. Try remaking the dialog using KT and see what happens. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted July 5, 2013 Share Posted July 5, 2013 Has this ever happened to anybody else before? Never happened to me. Two things that come to mind at first: Checking the sound exists tick mark is making the game look for an audio file labeled as whatever is input in the VO or sound box. Since that file undoubtedly does not exist, it's just skipping over the line since the sound does not exist. Or the delay field might be set to 0. If that's not it, and worst comes to worst, you can change the delay field to something like 3 or 4 so the line is actually displayed, and then when (if) you add voiceovers you can adjust the delay to match the VO length. I know DLG Editor is a better quality program but KT is more stable. I had a couple of weird problems with it and by default, I now use KT. Try remaking the dialog using KT and see what happens. I've never had issues running DLG Editor... besides, I have always found KotOR Tool's editor to be more than little lacking in basic functionality when compared to DLG Editor. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted July 5, 2013 Author Share Posted July 5, 2013 Never happened to me. Two things that come to mind at first: Checking the sound exists tick mark is making the game look for an audio file labeled as whatever is input in the VO or sound box. Since that file undoubtedly does not exist, it's just skipping over the line since the sound does not exist. Or the delay field might be set to 0. If that's not it, and worst comes to worst, you can change the delay field to something like 3 or 4 so the line is actually displayed, and then when (if) you add voiceovers you can adjust the delay to match the VO length. I've never had issues running DLG Editor... besides, I have always found KotOR Tool's editor to be more than little lacking in basic functionality when compared to DLG Editor. Well, I originally ran it without the sound exists thing and still had nothing. Maybe it's because the game runs the node until the lipsynch and audio files finish? If so, that would explain my problem. It's just weird, because I'm used the dialog writing for TSL and it didn't have that problem. Same track record with DLG Editor, up until now. I'll try it with the delay timers and get back to you okay? P.S: But even if it isn't displayed in the bottom portion of the screen, shouldn't it be up at the top where the last entry was? Link to comment Share on other sites More sharing options...
Fallen Guardian Posted July 5, 2013 Share Posted July 5, 2013 Well, I originally ran it without the sound exists thing and still had nothing. Maybe it's because the game runs the node until the lipsynch and audio files finish? If so, that would explain my problem. It's just weird, because I'm used the dialog writing for TSL and it didn't have that problem. In my experience the game runs the node until the sound file ends, but now that I think of it the game usually just runs the node for an appropriate length of time to read the text if there is no audio, sound exists having been checked or not. Same track record with DLG Editor, up until now. I'll try it with the delay timers and get back to you okay? Sounds good. P.S: But even if it isn't displayed in the bottom portion of the screen, shouldn't it be up at the top where the last entry was? Yeah it should... are you sure you put the modified dialogue file in the correct place for it to replace the vanilla? Also, it could be there's a weird, non-used duplicate DLG file of Belaya's dialogue that you're using. I believe I've run into that once before. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted July 5, 2013 Author Share Posted July 5, 2013 In my experience the game runs the node until the sound file ends, but now that I think of it the game usually just runs the node for an appropriate length of time to read the text if there is no audio, sound exists having been checked or not. Sounds good. Yeah it should... are you sure you put the modified dialogue file in the correct place for it to replace the vanilla? Also, it could be there's a weird, non-used duplicate DLG file of Belaya's dialogue that you're using. I believe I've run into that once before. Haven't checked the delays, but does k1 support .mod or .erf? Because I've thrown everything in .rims... Also, I had added an entire new branch above the one that is vanilla, and the PC responses show up... Link to comment Share on other sites More sharing options...
Fallen Guardian Posted July 5, 2013 Share Posted July 5, 2013 Haven't checked the delays, but does k1 support .mod or .erf? Because I've thrown everything in .rims... I know it supports .MOD, but you have to make sure to include all the vanilla files from both .RIM's in the .MOD, in addition to any files you modify. I find it much easier to use .MOD's. Also, I had added an entire new branch above the one that is vanilla, and the PC responses show up... Hmm... that sounds odd. Though honestly I can't really do much without actually seeing the dialogue file. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted July 5, 2013 Author Share Posted July 5, 2013 I know it supports .MOD, but you have to make sure to include all the vanilla files from both .RIM's in the .MOD, in addition to any files you modify. I find it much easier to use .MOD's. Hmm... that sounds odd. Though honestly I can't really do much without actually seeing the dialogue file. I'll PM it to you. It's a work in progress with somebody else, so I'd appreciate no spoilers. Thanks for your help so far, FG! Link to comment Share on other sites More sharing options...
Fallen Guardian Posted July 5, 2013 Share Posted July 5, 2013 Yeah, I'll make sure to keep it private. And no problem. Link to comment Share on other sites More sharing options...
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