Jump to content

luzarius

Members
  • Posts

    420
  • Joined

  • Last visited

Everything posted by luzarius

  1. I'm very close to figuring out how to add new voice files for npc's that don't have any dialogue, please help me figure this rest of this out! For example, the following conversation file belongs to durance: companion_cv_durance_hub_ashfall_v2.conversation - data\conversations\companions it contains talknodes that have an id, which you of course know: <FlowChartNode xsi:type="TalkNode"> <NodeID>52</NodeID> I've learned that these talk nodes represent a line of dialogue whether it's voice acted or not. I found the text for this talk node by opening up the appropriate string talk table file: companion_cv_durance_hub_ashfall_v2.stringtable - data\localized\en\text\conversations\companions <Entry> <ID>52</ID> <DefaultText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles. "Durance himself favored such knotted twists of heat, it was said, no shame in it."</DefaultText> <FemaleText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles.</FemaleText> </Entry> Then I copy and pasted an existing OGG file under the above naming scheme: companion_cv_durance_hub_ashfall_v2_0052.ogg - data\audio\vocalization\vo wav files\durance Note the naming scheme and how I renamed it with the number 52 at the end. Unfortunately in game the voice file did not play. I feel that I'm very close, I just need a small bit of help please.
  2. Your voting poll sucks. This game is unbelievably good. I have ridiculously high standards too. The only problem I've found is that it needs more voice acting.
  3. I can understand that, I'm currently trying to get in touch with Justin Bell, if he can help me figure out how to add new voice files, then they won't need to ever add a voice pack. The community can do it on their own.
  4. I'm playing on normal difficulty with my priest, eder, durance and aloth. Some of the fights have been very difficult, I'm playing on trial of iron. I can't imagine doing hard difficulty, you guys get my respect.
  5. I managed to figure out how their system works. For example, the following conversation file belongs to durance: companion_cv_durance_hub_ashfall_v2.conversation - data\conversations\companions it contains talknodes that have an id: <FlowChartNode xsi:type="TalkNode"> <NodeID>52</NodeID> These talk nodes represent a line of dialogue whether it's voice acted or not. You can find out the text for this talk node by opening up the appropriate string talk table file: companion_cv_durance_hub_ashfall_v2.stringtable - data\localized\en\text\conversations\companions <Entry> <ID>52</ID> <DefaultText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles. "Durance himself favored such knotted twists of heat, it was said, no shame in it."</DefaultText> <FemaleText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles.</FemaleText> </Entry> Then I copy and pasted an existing OGG file under the above naming scheme: companion_cv_durance_hub_ashfall_v2_0052.ogg - data\audio\vocalization\vo wav files\durance Note the naming scheme and how I renamed it with the number 52 at the end. Unfortunately in game the voice file did not play. If anyone knows why please let me know.
  6. I managed to figure out how their system works. For example, the following conversation file belongs to durance: companion_cv_durance_hub_ashfall_v2.conversation - data\conversations\companions it contains talknodes that have an id: <FlowChartNode xsi:type="TalkNode"> <NodeID>52</NodeID> These talk nodes represent a line of dialogue whether it's voice acted or not. You can find out the text for this talk node by opening up the appropriate string talk table file: companion_cv_durance_hub_ashfall_v2.stringtable - data\localized\en\text\conversations\companions <Entry> <ID>52</ID> <DefaultText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles. "Durance himself favored such knotted twists of heat, it was said, no shame in it."</DefaultText> <FemaleText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles.</FemaleText> </Entry> Then I copy and pasted an existing OGG file under the above naming scheme: companion_cv_durance_hub_ashfall_v2_0052.ogg - data\audio\vocalization\vo wav files\durance Note the naming scheme and how I renamed it with the number 52 at the end. Unfortunately in game the voice file did not play. If anyone knows why please let me know.
  7. Keep in mind, I'm not asking for voice acting as if it's a bad thing. The existing voice acting in the game was great and now I find myself wanting MORE!
  8. Have you guys figured this out yet? Kolsc has no voice acting and he seems to be an important part of the game. The hardest part seems to be creating the .conversation file, it's basically one big confusing XML file.
  9. Problem: Kolsc is an NPC in game who has no voice acting. Solution: Let's create OGG files for Kolsc and get them linked to the dialogue. 1. Folder: data\audio\vocalization\vo wav files 2. Add new folder data\audio\vocalization\vo wav files\kolsc 3. create voice filesets: - 07_cv_kolsc_0001.ogg - 07_cv_kolsc_0002.ogg - 07_cv_kolsc_0003.ogg - 07_cv_kolsc_0004.ogg 4. create xml mapping file that links dialogue to ogg voice files. data\conversations\07_gilded_vale\07_cv_kolsc.conversation The conversation file already exists. .... This is all hypothetical, could one of the devs give some insight? A dirty explanation would suffice. Doesn't every dialogue have it's own unique ID? Could you link that ID to it's associated ogg file even if the ogg voice file does not exist? string curDialogueID_047148_VoiceOgg = "\data\audio\vocalization\vo wav files\kolsc\dialogueid_047148.ogg"; string curDialogueID_047149_VoiceOgg = "\data\audio\vocalization\vo wav files\kolsc\dialogueid_047149.ogg"; string curDialogueID_047150_VoiceOgg = "\data\audio\vocalization\vo wav files\kolsc\dialogueid_047150.ogg"; string curDialogueID_047151_VoiceOgg = "\data\audio\vocalization\vo wav files\kolsc\dialogueid_047151.ogg"; if (file.exists(curDialogueID_047148_VoiceOgg) playsound(curDialogueID_047148_VoiceOgg) Let's say we're in a conversation with Kolsc, we then open up console and type: "currentNPC output dialogue tree XML" which outputs the entire dialogue tree and associated dialogue ids and dialogue text?
  10. I like this game a lot, but I wouldn't mind having even more voice acting and would be willing to purchase a voice pack DLC if you could provide one. Some people just like to read, but I like to listen to the voice acting, followed by reading afterwards. Please consider a voice pack DLC that adds even more voice acting, thank you!
  11. I couldn't play the game because of Cassandra's face. She looked like a man, it was disturbing.
  12. I was running into the same exact problems as you. You're trying to play too fast, you need to slow down. Do this: 1. start up a new game 2. set it to normal difficulty + trial of iron (healthy pressure will keep you trying as hard as you can) When exploring unfamiliar territory make sure your entire party is sneaking around. When you find an enemy, start setting up your party members into an ideal position. Take your time with this and fun setting up. Then when you're ready have someone make a ranged stealth attack. The enemies should start coming after you, but they should engage your tank first. Don't let your tank run towards them, just keep him still, let the enemy come towards your tank. Once your tank is swarmed by a few enemies, have your mages in the back do AOE attacks on the enemy. GO SLOW and think about it like a chess match. If your mages get enemies attacking them, have the mage cast freeze on the enemy and THEN disengage and run around a corner or something. I see that you like to play in real time, I wouldn't bother with that, the game is far more enjoyable if you pause. Now before you call me a noob, I enjoyed playing kotor 1, mass effect 1-2-3 and dragon age origins in real time, but given how the camera works in this game over looking your entire party, treat it as a tactical chess match. Trust me, you'll have fun. GO SLOW, PLAY SLOW and think while pausing. Just try it.
  13. I picked a priest character who worships Skaen. Skaen likes deception and cruelty. It's fun looking for the most deceptive and cruel dialogue choices to pick when I'm in conversation. POE's RPG system is definitely the next evolution in role playing. I currently have the following reputation: Cruel 1 Aggressive 1 Having an agresssive reputation is actually offensive to Skaen, which makes things interesting. It's tricky being deceptive, I haven't figured it out yet, but that's where the fun is! It feels like Dragon Age Origins, but with an actual mechanic that rewards you for roleplaying correctly. Obsidian, if you do another kickstart for Pillars of Eternity 2, I will gladly support you. Keep up all this excellent work you're doing in the roleplaying department.
  14. 1. scout the area in sneak mode 2. setup a custom formation and put him in the back 3. make sure tank is in front 4. while in sneak mode, if you see an enemy then stop immediately. 5. begin positioning your party and setup for the incoming fight. 6. when everyone is in position, go for a ranged stealth attack if possible 7. let the enemies come towards you, since aloth is in the back he can start attacking with his ranged sceptre attacks 8. the enemies should swarm your tank since he was in the front 9. have aloth launch his magic aoe attacks on the enemies that are on your tank 10. if aloth gets swarmed by an enemy, use his freeze ability to freeze the enemy, then disengage
  15. I just want to update this post. Pillars of Eternity had an incredible introduction. I'm a fan of Obsidian now. POE is an excellent game, thank you! Sadly I can't stream due to RL time constraints, but I'm enjoying POE offline!
  16. Hey guys, I take back my original post. I was wrong. The game doesn't need a tactics system. I finally understand the games combat and I'm impressed. Thanks Obsidian!
  17. Hey guys, I finally figured the combat out. I appreciate your help, especially with the formations.
  18. Hey guys, I take it back. I finally got my head around the games combat system. OP, just keep playing and go as slow as possible during combat, treat it like a chess match and you'll start to enjoy it. Great job Obsidian!
  19. I enjoy RPG games like Kotor 1, Mass Effect 1-2-3, Dragon Age Origins, Witcher series. I never enjoyed Fallout New Vegas, Kotor 2 or alpha protocol. But you managed to win me over with POE. You've also managed to get me into combat pausing. I've never been a fan of pausing during combat, but for some reason it works in this game rather well. I wouldn't mind a tactics system, but the game is just fine without one. I'm a huge fan of voice acting, I appreciate you added some voice acting to POE. I hope to see more games like POE. I wouldn't mind more voice acting, but the amount you provided in POE is good. Some romance options would be a lot of fun as well, just for immersion purposes. Either way, thank you! I really needed a game like this after being dissapointed with the debacle that was Dragon Age Inquisition. Move over Bioware, hello Obsidian (Your moderators also have my deepest respects).
  20. Oh, I get it. Indeed. Everything meaningful you do as a priest has a radius, a duration, or usually both. I like putting them in clothing and giving them ranged weapons (Magara + Arquebus) and maxing Might, Dex, and Int and having the others at 6-8 depending on which stats are higher to balance out fort/ref/will saves. I see.
  21. So before I talk to people, I should put the tank between me and the person I'm speaking to?
  22. I'm in gilded vale and I got into a scuffle with Ingroed. She managed to take me down before my mage companion finished her off. How is it that I manage to make the most god awful characters in this game. 1. I start off using a crossbow attack that misses, no problem though. 2. I switch to mace and shield. 3. I cast holy radiance which has the burn upgrade. 4. By now she has me down to low life. 5. I hit her a few times with the mace. 6. She takes me down with her last dying breathe. As cool as this scenario turned out, it pains me to think I made such a horrible character. I'm a level 2 priest. might 18 con 10 dex 15 per 10 int 15 res 10 1. I have mail armor 7 2. medium shield 3. mace 4. cape with +5 to each defense 5. I always start the fight with holy radiance with the burn upgrade. Not sure what I'm doing wrong. Can someone recommend a ridicuslously overpowered build that even a noob can dominate with on normal difficulty?
×
×
  • Create New...