Noqn Posted July 4 Author Posted July 4 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: 2
Noqn Posted July 4 Author Posted July 4 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. 2
Kvellen Posted July 5 Posted July 5 (edited) Thanks a lot, I'll give this a proper look when I can! A quick glance, I did notice these 2 things: 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. 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 July 5 by Kvellen 1
Noqn Posted July 5 Author Posted July 5 6 hours ago, Kvellen said: A quick glance, I did notice these 2 things: 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. This is ok, it won't affect deserialization. 1
Noqn Posted July 6 Author Posted July 6 2025-07-06 (2) Added "Open WEM" button to Conversation Talk Nodes. 1
Kvellen Posted July 7 Posted July 7 (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 July 7 by Kvellen 1
Noqn Posted 14 hours ago Author Posted 14 hours ago 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
Noqn Posted 14 hours ago Author Posted 14 hours ago In a future update I want to hide the RandomWeight input unless the parent PlayType is random.
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