Hi, everyone. I could use a little help.
I would like to increase the frequency my PC talks but decrease the frequency my companions talk during combat.
I understand that file that controls this is ss_types.gda. I am unsure what each column does and what settings to change to accomplish what I am looking for.
Could someone please point me in the right direction or explain what the columns mean?
Thank you very much in advance.
Increasing/Decreasing Combat Speeches
Erstellt von
Sylriel
, Okt 20 2010 04:38
#1
Geschrieben 20 Oktober 2010 - 04:38
#2
Geschrieben 20 Oktober 2010 - 07:14
Probability is the chance out of 1.00 that a line will be said when a script asks for one. If you put a 1 in UseProbabilityModifier, it will instead use the probabilities listed in the second sheet, ss_probabilitymodif. The second sheet looks at how many lines are in that character's soundset, and uses the appropriate probability (as it is now, it gives a higher probability for more lines). The soundsets are all global conversation resources called ss_blah.dlg. You can open them up and modify them.
The changes in that 2da are global, so it's a little tricky to separate it for NPCs and PCs. Off the top of my head, you could edit the companion soundsets and create a whole bunch of dummy lines under the right headings (e.g. look for the comment called COMBAT TAUNT and add replies to it). If you just add blank lines, there is a chance they will be selected when the game calls for a taunt or whatever to be played (and since they're blank, they won't play anything). You could even modify the probabilitymodif sheet to be really weird; for instance, add an entry for 6 lines, then make the probability for 6 lines really low, and pad out the followers' lines to 6 with blank lines. Then you could set the probabilities for other numbers (e.g. your PC might have 3 or 4) to a higher number.
The changes in that 2da are global, so it's a little tricky to separate it for NPCs and PCs. Off the top of my head, you could edit the companion soundsets and create a whole bunch of dummy lines under the right headings (e.g. look for the comment called COMBAT TAUNT and add replies to it). If you just add blank lines, there is a chance they will be selected when the game calls for a taunt or whatever to be played (and since they're blank, they won't play anything). You could even modify the probabilitymodif sheet to be really weird; for instance, add an entry for 6 lines, then make the probability for 6 lines really low, and pad out the followers' lines to 6 with blank lines. Then you could set the probabilities for other numbers (e.g. your PC might have 3 or 4) to a higher number.
#3
Geschrieben 20 Oktober 2010 - 08:39
Thank you for the explanation, Fergus. That helps a great deal.
What does the column bRestricted do?
Also, you wouldn't happen to know of a better way of opening the dlg and the gda files other than the toolset, would you? GDApp can't seem to open the sse_ss_[name].gda correctly. Instead of two columns with rows, GDApp shows it as one column with only two rows. Both the gda and dlg files shows up in a tree format that is not very easy to follow in the toolset.
Thank you once again.
What does the column bRestricted do?
Also, you wouldn't happen to know of a better way of opening the dlg and the gda files other than the toolset, would you? GDApp can't seem to open the sse_ss_[name].gda correctly. Instead of two columns with rows, GDApp shows it as one column with only two rows. Both the gda and dlg files shows up in a tree format that is not very easy to follow in the toolset.
Thank you once again.
#4
Geschrieben 21 Oktober 2010 - 04:35
Are you only editing the GDAs directly with GDApp? Not looking at the 2DAs?
If so, look up 2da on the wiki. The source 2das are contained in dragon age/tools/source. They're friendly excel spreadsheets. You have to 'export' them to gdas though, but it's explained on the wiki I believe. Some of the info I gave you was simply gleaned from the comments in those sheets.
Not sure what restricted does.
If so, look up 2da on the wiki. The source 2das are contained in dragon age/tools/source. They're friendly excel spreadsheets. You have to 'export' them to gdas though, but it's explained on the wiki I believe. Some of the info I gave you was simply gleaned from the comments in those sheets.
Not sure what restricted does.
#5
Geschrieben 21 Oktober 2010 - 06:33
Thank you again for your help.
Yes, I was trying to edit the gda files directly because I couldn't find any 2da excel files associated with the companions' sse_ss[name].gda files (extracted from designerdialogs.erf).
I was going to try your suggestion of adding blank lines to the companions' soundsets. But the problem is the gda files are a little hard to read when using the toolset.
Yes, I was trying to edit the gda files directly because I couldn't find any 2da excel files associated with the companions' sse_ss[name].gda files (extracted from designerdialogs.erf).
I was going to try your suggestion of adding blank lines to the companions' soundsets. But the problem is the gda files are a little hard to read when using the toolset.
#6
Geschrieben 21 Oktober 2010 - 08:39
Ah, sorry, I didn't think about the particular gda you were talking about. Yeah, I don't think we have source for that.
#7
Geschrieben 26 Oktober 2010 - 10:31
Fergus,
I just want to express my gratitude to you for taking the time to respond and help me with this question. Too many of the people here with the knowledge are so stuck on themselves and will ignore those who are not in the clique. It was very kind of you.
I did manage a way to find to edit the dialogues and followed your suggestion of padding the lines and it worked. I got the result I was looking for.
Thank you once again!
I just want to express my gratitude to you for taking the time to respond and help me with this question. Too many of the people here with the knowledge are so stuck on themselves and will ignore those who are not in the clique. It was very kind of you.
I did manage a way to find to edit the dialogues and followed your suggestion of padding the lines and it worked. I got the result I was looking for.
Thank you once again!
#8
Geschrieben 26 Oktober 2010 - 11:10
I'm also very handsome.
#9
Geschrieben 27 Oktober 2010 - 12:44
FergusM wrote...
I'm also very handsome.
And popular with the ladies too, I bet!
---
I neglected to give credit to Cmessaz too. He was the one who told me how to edit the dialogues. Thanks, Cmessaz!





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