Aller au contenu

Photo

How to stop dog barking in camp


2 réponses à ce sujet

#1
blaalindorm

blaalindorm
  • Members
  • 234 messages
How to stop dog barking when in camp?  He barks all the way through conversations with companions in camp.  I find it very distracting, to the point of not bothering to talk to companions at camp.

If I knew he'd bark all the time, I wouldn't have picked him up.

#2
Gabo

Gabo
  • BioWare Employees
  • 66 messages
I cant comment on any updates or mods to quiet him down, but I can tell you a little bit about the development and how it works. Please don't read this if knowing how the game is programmed ruins the magic and suspension of disbelief for you.

(HOW THE GAME IS PROGRAMMED SPOILER)

The dog, as well as all creatures, has idle animations. Most games have this at least for the main character, its a set of animations (and accompanying sounds) that play after a random amount of time usually used to make the character play "bored" motions. The dog's idle animations mostly involve him scratching and barking and since a good part of AI is still being processed in the background during conversations, he will often go into his idle animation and start barking. 

During development the average random time that passed before characters started playing their idle animations used to be shorter, but the "dog barking too much" complaint came up and we increased the time until everyone that tested the game was happy. Obviously we didn't increase it enough for cat owners :P


(END OF SPOILER)

#3
Gabo

Gabo
  • BioWare Employees
  • 66 messages

TheMutator wrote...

@Gabochido
Thanks for the information. That explains a lot. I was searching through scripts and whatnot for the trigger and no wonder I haven't found anything. One more question if you may. Care to explain which soundfile is linked to the idle animation and how to override it? I've tried several but there are so many of them.


Sorry, I never really worked with the sound files. I worked more with the animation files and the internal code. In any case, I believe all the sound files are clumped together in one big binary file. If you have access to the 2DA files, there is one called global.xls that contains a variable that's named something like party_members_idle_timer (I can't remember exactly and I don't have acces to it right now). If you can make this variable have a notably larger value and recompile the file, the dog (and all other party members) will reduce the frequency with which they do their idle animations. Sorry I can't help you more as I don't really know exactly how much of the data files modders have access to with the toolset.