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Posted

Finally, new release! Chatter Support! 🥳

@Kvellen I changed the "highlight in folder"-button to instead play all matching files in the user's .wem associated media player, if available:

 

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Posted

I ended up doing some very heavy refactoring on flowchart-related code.

Everything should still work, but if you have some important conversation/chatter/quest projects in progress it might be a good time to take a backup on those just in case.

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Posted (edited)

Thanks a lot, I'll give this a proper look when I can!

A quick glance, I did notice these 2 things:

  1. ScriptNodes in the chatter editor seem to be missing the Persistence and Play Type dropdowns menus. I'm not sure if Persistence is actually used in chatter, but one key place PlayType is used on a ScriptNode specifically is Selected chatter. If you take a look at companion and player chatter for this event you'll see that they all start by linking to 2 ScriptNodes. The first is for playing only the rare Humorus lines only when the character is clicked 15 times, and the second the more common selection lines that play otherwise. The PlayType on each 2 ScriptNodes needs to be able to be set to random play the nodes they are linking to. Otherwise it will only ever play first line from each.
  2. In the exported .chatterbundle files "Links": [] seems to be higher in the order of node parameters than normal. I haven't actually tested to see if this prevents it functioning but it stuck out to me when comparing to normal chatter.
Edited by Kvellen
  • Thanks 1
Posted
6 hours ago, Kvellen said:

A quick glance, I did notice these 2 things:

  1. Thanks, I messed up and didn't let the ScriptNode gui widgets inherit the elements from the DialogueNode widgets 😅
    I pushed a fix which should be available now.
  2. This is ok, it won't affect deserialization.
  • Thanks 1
Posted (edited)

Found another chatter specific issue. When Play Type is set to Random or CycleRandom on a node it's links aren't getting random weight set. Which seems to prevent any of the linked nodes playing at all.

Dove into the chatter editor a little more just now and it's looking superb!
Was able to remake something that in the past took me several days of tedium in just under an hour!

On 7/6/2025 at 4:49 PM, Noqn said:

2025-07-06 (2)

  • Added "Open WEM" button to Conversation Talk Nodes.

Really fantastic feature! Was going to say this would make a great addition to conversations as well. Even better that you've set it to play a .wem off of nodes using Exterior VO as well! Great work!

Edited by Kvellen
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  • 2 weeks later...
Posted
On 7/7/2025 at 11:53 PM, Kvellen said:

Found another chatter specific issue. When Play Type is set to Random or CycleRandom on a node it's links aren't getting random weight set. Which seems to prevent any of the linked nodes playing at all.

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

 

  • Like 1
Posted (edited)

There are a few weird quirks in the .chatterbundle files that Apotheosis generates. The only potentially serious one is that adding a chatternode from a parent file doesn't seem to be adding it to "AudioLookup" list.

Otherwise it's all pretty minor stuff that isn't affecting the functionality of chatter from what I can tell.

Like the "Audiolookup" will rearrange when new nodes are added to existing chatter.

This sort of thing happens:

"AudioLookup": {
    "22": "ability_cast_interrupted_0022",
    "80": "ability_cast_interrupted_0080",
    "97": "ability_cast_interrupted_0097",
    "40001": "attack_40001",
    "40002": "attack_40002",
    "40003": "attack_40003",
    "10001": "barbarian_shout_10001",
    "28": "battlecry_0028",
    "29": "battlecry_0029",
    "30": "battlecry_0030"

And that I'm still not quite used to the order of things on chatternodes being different what they usually look like in Deadfire. Weirdly... Close to how "TalkNodes" are laid out for .conversation files in PoE1... What's with that? 🤨

Anyway, I can work these issues, thanks a lot Noqn!

Edited by Kvellen
  • Like 1
Posted

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.
  • Like 1
Posted
On 3/9/2025 at 11:23 PM, Kvellen said:

Quest/Objective nodes seem to always have 2 strings entries attached to each node.

"0" is always the name of the quest, and "10000" is the initial description.
After that any single digit stringtable entry is an Objective Title, with an additional ~1000* entry that is will be the description for that objective.

On 3/9/2025 at 11:23 PM, Kvellen said:

It would be great to be able to have both string displayed and able to be edited on the relevant node in the Node Diagram.

Better late than never, but new patch out!

https://i.imgur.com/dETNGrL.png

2025-07-20

  • Quest Node descriptions are now displayed and editable.

2025-07-19 (2)

  • Quest Objective Node titles are now displayed and editable.

  

On 3/9/2025 at 11:23 PM, Kvellen said:

I have been doing a lot of investigation into quests, there are a few things I noticed as far as Apotheosis.

To start there is a bug where no changes made in the "Experience Level" field are ever saved.

Just realized I might've fixed this by accident in the 2025-07-18 release 😅

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