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About Kvellen

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  1. Some information that has been useful for making custom voice set mods: The Obsidian Documentation about ChatterEventType, contains a list of all the events that a can trigger a voice line. Which is very useful for getting an idea of what the context might be for a line, such as the difference between "Attack" & "Attack_Issued". Though keep in mind that this list contains a number of events (such as "CipherMindWhisper2", "EnemySpottedInStealth", "Kill") that are not included in any of the main character voice sets. It would be possible to add them if anyone were inclined by making a
  2. In all fairness, I first noticed the error message in the log a few days ago, but couldn't determine what the cause of it might be and from a cursory glace assumed everything looked to be working.
  3. That's unfortunate, I noticed there is a closing square bracket missing in the file that flags up an error in the output_log, it's unlikely but could that be in someway what is causing the stuttering?
  4. Exactly as Elric Galad describes, there is a parameter called "NumberOfCopies" that affects the amount of holographic copies. The following code should work for changing all instances of the spell: { "GameDataObjects": [ { "$type": "Game.GameData.MirrorAbilityGameData, Assembly-CSharp", "DebugName": "Mirrored_Images_Wael", "ID": "9c59f7e6-6593-4d2e-bc55-4e2afc7810b2", "Components": [{ "$type": "Game.GameData.MirrorAbilityComponent, Assembly-CSharp", "NumberOfCopies": 6 }
  5. Also found the original picture by Caroline Jamhour should anyone be looking for it.
  6. That's awesome! I found a reply from a developer regarding if audio files can be placed in the override folder. Regardless I believe adding audio to a new conversations is possible! It's simply a case of naming the audio files such that they have the title of the conversation they correspond to, in addition to the node number they should play on (Eg. lax02_01_cv_harbinger_leader_0001.wem, lax02_01_cv_harbinger_leader_0003.wem, lax02_02_cv_dracolich_phylactery_0175.wem, etc). I've only tested this with pre-existing conversations, but I don't see why it shouldn't work for a completel
  7. Jace5 did a really fantastic conversion of that portrait in the last thread. The convo picture is a little stretched though, so I made an attempt to fix it.
  8. Also some portraits from Tyranny that'd work for Ocean Folk:
  9. Only way I have gotten my audio mods to work is by placing the files inside of a folder in StreamingAssets\Audio\Windows\Voices\English(US). Placing audio inside a mod's override folder doesn't work from what I can tell. I am really interested to see it might be possible to add new audio and dialogue!
  10. If anyone is interested in the process I'm using, it's pretty largly based on Phenomenum's photoshop guide, but using a combination of Photopea and PaintNet (only really using this for the ink filter) instead of photoshop. The workflow is a little more fiddly than I'd like, as it requires: removing the background using the site linked in the guide, then doing the Exposure and Photo Filter steps in Photopea, exported it without the paper texture, applying an ink filter in PaintNet (which annoyingly puts a black background), then taking it back to Photopea for final edits & clean up an
  11. These are pretty rough on account of a current lack of PC that can run photoshop. Anyway merry (late) christmas, and best of luck for the new year!
  12. Process of elimination really. Looking for a folder that might correspond to the location for the encounter or the place the character is frequently found. Skimming through the names of the files in those folders looking for anything that might match the name of the character (or even the name of another character in the same conversation), location where the conversation takes place, or a vague description of the encounter/character. Then opening up any file that seems like it might be right in Notepad++, and searching for a piece of text I know should be there. I'd probably have looked
  13. @AndreaColombo I believe 17_cv_principi_boss_portmaje_shallows.stringtable contains everything to do with that conversation, and 09_si_principi_boss_encounter.stringtable everything to do with the scripted interaction that proceeds it.
  14. The King's dialogue is stored in lax02_01_cv_huana_wandering_soul.stringtable which in the in lax2_exported. Steel Garrote class description should be in the cyclopedia.stringtable and abilities.stringtable files inside of the laxg_exported.
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