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Looking for mod to increase party speech/banter/talking triggers


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13 réponses à ce sujet

#1
JaguarXJR6

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I love it when the party jokes or harasses one another.

I briefly saw, and then lost the name of, a mod that increased the frequency of how often the party NPCs talk to one another.

I thought the mod was on DA Nexus but could be wrong.

Anyone know off hand what the mod name is?

Thanks in advance.

#2
TheMutator

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That's a great idea actually. I'll look into it. My idea is to tie the banter triggers to some other events rather than area triggers. The scripting work itself shouldn't be hard but finding a suitable new trigger might be. Entering certain locations and a random chance for triggering could do the trick. Other ideas are welcome but keep in mind, that it shouldn't happen in locations where combat/cinematics and similar stuff can occur.

#3
JaguarXJR6

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Cool, thanks. I have Morrigan, Leliana (hardened), and Zev at 100 (Love) each for a male PC and the cat fights between the girls are hilarious. Dog and Shale also rock but I haven't had the opportunity to use them often yet. 

I think I have ~60 hours between two characters and haven't heard all of the dialog between Morrigan, Leliana, and Wynne yet (same party for both PCs). Too bad they didn't make this adjustable via slider on release.

Modifié par JaguarXJR6, 09 décembre 2009 - 06:31 .


#4
Ambaryerno

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I'd love to see this, too. The sniping between Morrigan and Alistair especially is hilarious. They just do NOT like each other (although they're just the sort of characters that if they weren't P/C love interests would ultimately end up together for that very reason, lol).



And Leliana telling Sten she saw him picking flowers had me rolling on the floor!

#5
TheMutator

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Ok, the mod is working. I have to refine, foolproof and test it for some time. I'm already quite happy with it. I expect to release it tomorrow. I need one or two mods more for it to warrant and update to the mutator though.

Modifié par TheMutator, 09 décembre 2009 - 08:30 .


#6
JaguarXJR6

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I love the mutator - great work btw. I'll keep checking back on the Nexus periodically. You rock. :)

#7
Blueskys

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Oh thanks for this, I have been looking for something like this, my party bickering back and forth just cracks me up. This will be great.

#8
TheMutator

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One question. Should the mod be made in a way, that it balances out through the whole campaign? See, there is big difference between a narrow and a campaign focus.

For example, if someone starts the game new from the beginning, he surely want's to keep the banter repetition to a minimum and he would want to hear almost all of them during his entire campaign and not in the first few hours. Someone who is already 3/4 through game by the time he installs the mod, would probably want to have a much higher frequency of banter to "catch up" so to speak. This is currently my problem because I see no way to satisfy both players unless I create two mods but I'm not so keen on that.

The mod itself is finished actually but I still try to find a way to solve the problem outlined above.

Modifié par TheMutator, 10 décembre 2009 - 04:30 .


#9
TheGreenLion

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would we be able to check out the amount of "banter" triggers throughout the whole game? That might help but it seems there's at least one per area, sometimes two triggers.



Say for instance Lothering has the bridge and entrance(where you arrive, down the stairs I think) triggered but it only triggers again if you leave the area and then come back. Say I run around and trigger them three times(not sure if activating one trigger negates the other(s) in an area) doing the quests.



So we can assume that running about in a given area, you're likely to trigger banter 5+ times with each main area just with their triggers. Main areas ought to last a player a while, 3-4 hours so it's almost 1 banter trigger per hour. I dunno how much banter each character is allowed but if every banter triggered happened to be the same combo there would be X starts and X replies for one character starting it and Y starts and Y replies for the other character starting it. Also some new banter comes up on occasion through plot or romances that one playthrough I would hear, another I wouldn't.



So now that I've thoroughly confused myself and probably you too, don't worry about the player 3/4s through the game...stick with a new campaign setting as it's likely that the person 3/4s through has already heard a lot of party banter at this point, just with area triggers.




#10
JaguarXJR6

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Location, location, location.

The answer might be as to how the triggers seem thoughtfully placed vs being totally random.

Also, there are players who will reload and walk over a trigger deliberately just to hear the dialogue, which is a better solution then trying to scale the triggers to level or by percent of game completed. Less work too. ;)

For example, the triggers crossing the bridge on Lothering - excellent. The PC is expected to travel to and from 4-6 times in that area. The same thing with the bridge to the Proving in Orzammar.

The trigger in the Dalish Camp leading into the forest seems much more... oddly placed or maybe inappropriate. You have to stop to hear the dialogue or you will exit the area.

A bad location would be right outside the entrance to the Diamond Quarter in Orzammar because of the amount of foot traffic to and from there and the Mines combined would trigger (at least in my last game) a dozen times, maybe more. I have a Lvl 15 and 21, the game 55% complete or so, and have yet to hear all of the triggers for Morrigan, Leliana, and Wynne which were my alpha team for both PCs. But I'm close.

Maybe double the amount of triggers by placing another one or two randomly through out the area will sufficiently balance it out for a full play through. I would think most players will play through the game twice given how unique and fun the classes are and the number of available NPC party members. The veterans will just have to suck it up and do the save/reload thing if hearing all the dialogue is one of the only remaining "achievements."

Edit:  When you think about it, relationships develop faster and then they slow down as they age.  More triggers early on and less towards end game might also avoid the newbie vs veteran dillema.

Modifié par JaguarXJR6, 10 décembre 2009 - 10:49 .


#11
TheMutator

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Just to be clear, I'm not creating new triggers inside the area. I have carefully chosen certain areas (no trigger, no cutscenes, no fights, ...), where upon entering a random chance is introduced to start the banter. So it is always upon entering a location. Of course I try to do several checks, to make sure it is appropriate to start the banter. It works remarkably well and makes sense. The fine tuning consist of choosing the right locations and the right chances.

I'm currently looking for a way to prevent repetition of the banter but since the game itself doesn't have this, I'm not so sure I'll be able to do that in an easy way. But I guess I'll release it in the current state soon because I can always adjust it in later versions.

Modifié par TheMutator, 11 décembre 2009 - 12:52 .


#12
TheMutator

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Ok, released. Click on the mutator link in my sig to get there.

#13
JaguarXJR6

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So far, working better... I think I've already stumbled on extra triggers on my Rogue from lvl 7 to 11 today. Thanks for putting this in!

#14
TheMutator

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There are 15 locations where this trigger is active (with a 10% chance) upon visiting and they are all over the world. I have removed the main zones however because most of them already have triggers. What remains are mostly small zones you visit more than once which even includes some shops and merchants. I won't spoil it directly because banter is something that should appear to be spontaneous.

Modifié par TheMutator, 12 décembre 2009 - 11:49 .