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stranger
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OP
stranger
Joined: Jan 2015
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Has anyone thought, or at least given this a shot? Modding the time VO activate, and text appears? Is it even possible?
Larian patched the VO (Voice Overs) some time ago, tweaked them from repeating themselves right after they've done speaking their lines, which was EXTREMELY annoying.
This is great and all, but the time between them still isn't long enough, IMO.
It's quite honestly the one and only gripe I have with Original Sin.
Is it possible to increase when text appears, and is it possible to increase when lines are spoken. Instead of every 20 seconds an NPC repeats the line, every 2 minutes would be more reasonable.
I'm more or less hoping It's one simple line, rather then having to modify every single NPC.
I mean, how many times can one seriously hear about the damned Tomatoes until they start going insane. Or the man with so many cheeses, he's got cheese coming out of every bloody hole on his body.
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member
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member
Joined: Oct 2014
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Indeed, the overhead text spam in Cyseal can be a little overwhelming. My issue was losing key text amongst all the cheesy puns... Get it? Sorry, anyway, you're referring to overhead text not voice overs. I'm fairly certain that fixing this issue would involve editing each individual NPC as the lines are probably using individual timer functions.
Another issue I noticed was that my chat bar was spammed with text from NPCs that weren't even nearby. However, I'm not sure if we can even edit Larian's scripts since they're all read-only. From my understanding, we can only make our own to add to the main module. But I could be mistaken, given that I work with custom mods. Maybe there's a way to unlock and modify them.
For now, I think there is a check box in the chat bar that lets you turn off shouts. But you'll still see them when you walk past the NPC.
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stranger
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OP
stranger
Joined: Jan 2015
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Well, text, yes, and NPC voices as well. Knowing how to increase the timer NPC voices activate would be even better, as it makes towns and such just an overall headache to explore and such.
Text can indeed become overwhelming... appears just way too damn often.
Would have been so much better if Larian included options for voices to be Party-Only, Party/Story/Quest Related NPC's, and all those non-important be completely silent, while text would have a longer delay on all NPC's rather then seeing the chat spammed.
I had a feeling each NPC would have an individual timer for text and voice, which is a bummer in itself. Unless a module of sorts can be implemented with what I suggested, which I highly doubt can be done.
Suppose it would be up to Larian.
It's not game breaking, and I'm probably nitpicking, honestly. It's just somewhat annoying having NPC's text appear on loop constantly, and while voices were delayed a long time ago, they still come in a bit too soon. Especially NPC's that have conversations amongst others.
At least when entering a conversation all NPC's become silent.
Last edited by Freely; 08/01/15 04:12 PM.
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enthusiast
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enthusiast
Joined: Oct 2014
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I've dug through a lot of Larian's scripts while I was trying to learn how it all worked. They scripted really efficiently, which makes me think that this wouldn't be all that hard to change - the hard part would be FINDING the correct lines to modify.
All of the NPCs who speak are probably part of a Database, and the timers probably effect a bulk of NPCs. I can almost guarantee that each NPC won't have its own timer. I have enough going on with my own project to dig into this now, if I stumble upon it I'll post here, but if someone's wanting to look for it, I'm sure it's not that hard to change.
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member
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member
Joined: Oct 2014
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The voice overs and overhead text probably follow one another in the script with a timer afterwards (at least that's how I'd script it). I looked through the main campaign script editor yesterday and couldn't find such a script for the cheese vendor though. He just had a normal start dialog one. I'm not certain where Larian scripted the overhead text or VOs.
Having a bunch of salesmen shouting things in the marketplace set the atmosphere for me but what I didn't like was my chat bar getting flooded with repeat text. BioWare did similar overhead VO text with the Baldur's Gate series but I don't recall it ever getting in the way. Larian may tweak it eventually but it's probably low on their to do list as there's other more serious issues they need to fix first, as well as updating the editor to make it easier to use.
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addict
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addict
Joined: Jul 2014
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When I was looking through the Keyword file of the Cheesevendor (CYS_AD_Cheeseseller.lsx), I noticed there was a keywordWaitSeconds field of some sort, which I imagine is tied to the delay between voiced lines.
I don't know if it could be overwritten though. I haven't tried anything out with dialog yet.
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stranger
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OP
stranger
Joined: Jan 2015
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Interesting indeed. Probably fiddle about, thought don't feel comfy to go messing about things I shouldn't. I guess It's just something there if one ever gets curious to change things, and such. Would make my day if anyone ever does find a way to change the things mentioned, even if it does take a long while.
Marketplace is reasonable, immersion/atmosphere, etc..
Makes sense for vendors to yap about their goods and such. Hearing NPC's chatter conversations that constantly keep repeating over and over and over, that is downright bloody annoying. I mean, take the infamous Halibut lady, or Bairdotr with the two NPC's guarding her. Same conversation on repeat, over and over and over, and over and over... and over again.
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member
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member
Joined: Oct 2014
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Yes, that would be the code you need to change. So it's in the dialog file not the script one. Without the call I couldn't tell you how to change it though
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