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Found 2 results

  1. 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.
  2. The companions with "Attacker" classes in my party use skills themselves without having any behaviour set. Both slots are set to "No Behaviour Set" for all companions. A.I. is turned on and auto-attack is set to "Defensive" for some, and "Defend Self" for others. It doesn't seem to be a problem with spellcasters like Aloth or Xoti. (At least I haven't seen them use any spells unasked) Maia just throws out all her Ranger and Rogue attacks and is out of resources really quickly, despite no behaviour being set.
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