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Noqn last won the day on July 5
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Ah good finds, new patch out 2025-07-19 Chatter AudioLookup entries are now written ordered by keys. Creating a ChatterNode from a parent String Table will now properly update the AudioLookup map. Creating a ChatterNode from a parent String Table will now properly enable the popup's Accept button when an Entry is selected.
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2025-07-18 Adjusted buttons on Chatter nodes: ChatterEventData - Removed Persistence dropdown, added NoPlayRandomWeight input if PlayType is set to Random or CycleRandom. ChatterNode - Added PlayRandomWeight input. ScriptNode - Added PlayRandomWeight input, added NoPlayRandomWeight input if PlayType is set to Random or CycleRandom. (also ChatterLink RandomWeight is not properly initialized) Basically the overlapping buttons will look like this: ChatterNode ScriptNode ChatterEventData PlayType NO YES YES NoPlayRandomWeight NO YES YES RandomWeight YES YES NO Persistence YES YES NO DisplayType YES NO NO
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Tried some changes to chatter made through Apotheosis in-game and it works! I've got some cleaning up and refactoring to do so I think a new release this sunday would be a bit too optimistic, but hopefully next weekend. Some notes: I've initially disabled copy/pasting ghost nodes in Chatters for now, since they're barely ever used in vanilla files and I want to think a bit more about the UX and possible quirks. (The most notable Ghost nodes are used in Xoti's chatter - several events lead to the same chatter node where she groans/complains. Feels like a good example of how they can be useful, so I want to add them eventually.) Vanilla Ghost Nodes will still be displayed correctly. At one point I was pulling some data and put it into a .csv file, which made me realize that a table would be a really good overview of the ChatterEventData in general. I want to make a view something like this later on:
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Honestly, I hadn't considered this until you wrote it I imagine it was useful from a developer perspective, for stuff like syncing voice actor lines. It could maybe be useful for us if I make some templates based on these? Like if someone's adding a ChanterChant1 "branch" it'll always default to this: This is gold, I'm still laughing at this image
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I might've misunderstood the question but the SpeakerComponent.ChatterPrefix value will be used when determining the .wem path, so two speakers will have separate file paths for identical nodes even if they point to the same Chatter Aah wait, nvm I get it... Yeah as I've implemented it right now, it will select the .wem of the first matching speaker with that Chatter. I'll maybe have to think a bit more about that feature later...
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@Kvellen I thought I'd write down some discoveries about Chatters and show some progress: Nodes - Chatters only have 2 noteworthy Node types - ChatterNode and ChatterEventData. ChatterEventData each act like a "Root Node" (see the video below ) and will contain one or more ChatterNode children. Each ChatterEventData is connected to a specific event (such as casting a spell or being given a unique item by the Watcher) that could trigger a voice line. ChatterNode - defines a specific voice line that could be played. Each ChatterNode has a corresponding .wem audio file. ChatterNodes can't have children. ScriptNode - may be inserted between ChatterEventData and ChatterNode children to add common Conditionals to several children. StringTableFilenames - Defines which StringTables the Chatter should fetch entries from. Each Chatter will utilize its own unique table (should be the first in the StringTableFilenames list), but also has the option to fetch entries from other "generic" tables. Which table in StringTableFilenames a ChatterNode should fetch text from will be determined from the NodeID. Nodes with a NodeID starting with X0'000 will fetch the table with (zero-based) index X in StringTableFilenames. If we have for example "NodeID": 20017, then the from the tables below it should fetch "chatter/parents/chp_chanter_casts.stringtable" (the 3rd entry in the list) "StringTableFilenames": [ "chatter/00_companions/ch_companion_pallegina_voice_set.stringtable", "chatter/parents/chp_barbarian_shout.stringtable", "chatter/parents/chp_chanter_casts.stringtable", "chatter/parents/chp_cipher_casts.stringtable", "chatter/parents/chp_common.stringtable", "chatter/parents/chp_ko.stringtable", "chatter/parents/chp_paladin_commands.stringtable", "chatter/parents/chp_wizard_casts.stringtable" ], As you can see in the video below, I've removed the "edit text button" from Nodes with IDs greater than 10'000, so that the user is only able to edit the Chatter's own string table entries. AudioLookup - These can be auto-generated and refreshed when the Chatter is edited, how the strings are calculated is similar to .wem paths which is described below. Manifests - From what I looked at the decompiled code, Chatters will require a manifest file similar to Conversations, though the contents seem to be a bit different. It's something I'll have to look a bit more into. .wem paths - The path to the .wem file of a ChatterNode will be determined by The character's SpeakerGameData -> SpeakerComponent -> ChatterPrefix The EventType value of the ChatterNode's ChatterEventData parent. (The exact EventType -> string mappings are defined in the ChatterEventsGameData named "chatter" available under "Audio"). The ChatterNode ID <SpeakerComponent.ChatterPrefix>\ch_<SpeakerComponent.ChatterPrefix>_<EventType>_<NodeID>.wem eder\ch_eder_item_purchase_rare_0153.wem \PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\eder\ch_eder_item_purchase_rare_0153.wem I added a button for opening and highlighting a ChatterNode's .wem file in the users file manager. (Though not included in the preview video...)
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The Pet slot is unlocked with a specific ability (Unlock_Pet_Slot), iirc a script in one of the the prologue conversations give this ability to Eder. There's actually an existing mod that does this more or less: https://www.nexusmods.com/pillarsofeternity2/mods/400 (though I think it unlocks the pet slots without taking Can I Pet Him Too into account) I checked and it does it by creating a BaseProgressionTableAppendGameData object that effectively adds the Unlock_Pet_Slot ability to all party members' Ability Trees (though hidden).
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Each ModScriptHook will automatically trigger every time the player enters a new scene or loads a save. You can add conditionals to the hook, and set whether it should only trigger a single time, etc: https://eternity.obsidian.net/game-data-formats/components#modscripthookcomponent In Apotheosis it can be found under Game Data -> ModScriptHooks -> ModScriptHook