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Kvellen

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Everything posted by Kvellen

  1. I don't own the game on steam, but most games store the downloads for mods inside a workshop subfolder folder based on the the games store listing numbers: Steam\steamapps\workshop\content\560130 should be Pillars 2. The mods are usually divided into folders with a string of numbers that correspond to their workshop ID listing (Enhanced User Interface would be in a folder named 1510650230 for example). Hope this helps.
  2. Dark Souls + Heavy Metal, I only wish there were a full album of this.
  3. Hi, I am currently working on a custom voice set mod, and wondering if anyone could give me some clarification on some things: Why does each voice set have different numbering conventions? (****y: "_ability_cast_0092", Feisty: "_ability_cast_0088", Kind: "_ability_cast_0102")? What do the _v1, _v2, _v3, (attack_40001_v2 for example) files do? Based on their corresponding text strings in chp_common.stringtable I'm assuming they are alternate takes or maybe different parts of the same sequence broken up? What action does _investigate_4001* correspond to? It isn't very clear from entry in chp_common.stringtable what the character is doing only that they'll say: "_investigate_40010" = "Hm?" and "_investigate_40011" = "Huh?". Am I correct that the chatter.chatterbundle file is how the game handles both what files to look for in the folder and how they are used ingame? eg. how long a certain clip should be, when it will be played, how frequently it will be played, that sort of thing. What purpose do the generic_spell_cast*_7000* files serve? Any help would be very much appreciated. Thanks.
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