Quote
You know there's a programmed delay between the start times of looped NPC dialogue, and it seems to be universal. They wouldn't have to program in any mutes or anything. They just have to increase the delay. It's probably one value stored in a variable, or perhaps simply hard-coded. All they'd need to do to reduce the chatter would be to increase the number dictating the delay.

What are you referring to? I don't see a delay between the dialog loops except in the character scripts.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan