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#1
huldu

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I was just wondering if its possible through a mod/override/addin to change or add a word in the player response during a conversation? 

For example you talk with a NPC and and you get the option to say "Hello there", would it be possible to change that to "Hello there friend!"?

#2
Craig Graff

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The actual mechanics of making the change are simple. Just find the dialog in the toolset, open the file, edit the line, and export the dialog.

I don't remember if having the .dlg file exported is enough, or if you also have to export the talk table. I'm also not sure that the .tlk files can be partially overridden
(replace some strings but not all).

Modifié par Craig Graff, 13 décembre 2009 - 06:09 .


#3
huldu

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I am sadly a complete newbie at this. The toolset will not allow me to edit any dialogue "changes can not be saved".

#4
Avaraen

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Right click and "check out" the dialogue in the dialogue list; then you should be able to save and export. You don't need the talk table from what I've seen; I made a couple tweaks to Leliana's dialogue, it exports a .dlg and .dlb, both to the Single Player\\override\\toolsetexport directory - the changes are there in-game, and there haven't been any problems with her dialogue or any other aspects of the game.

#5
Nitro9a

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I know it's a little early but if anyone has figured this out yet I'd appreciate the help.



I'm working on a mod that changes some of the dialogue options in the game by moving around some of the existing dialogue to achieve the result I want. I'm adding in new player lines but making them work with responses that I'm taking from all over to preserve the original voice acting. I'll re-type the line that the NPC says then find the extracted sound file, rename it with the line id, generate the vo and then add face fx.



The first unexpected thing I noticed is that if you change the core dialogue, even in a module, it permanently changes the single player module in the toolset. I'm not too worried about that- I'll just reinstall the toolset when I'm done with the mod. But that brings up the question of "Where do the .wav files go?"



The .cif file gets dumped in [ModuleID]\\module, the .dlg and .dlb get dumped in Dragon Age\\modules\\Single Player\\override\\toolsetexport and the fx files are in [ModuleID]\\core\\override but I've tried putting the .wav files in the usual place, in \\modules\\Single Player\\override\\toolsetexporter, and in a few other places just to see if it worked. The dialogue shows up in text and from what I can tell the facefx I generated for the new dialogue works, but I've got no audio.



Any ideas?



Avaraen, have you done anything like this in your Leliana tweaks?

#6
Avaraen

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I haven't done anything with audio, sorry. :\\ What I've done has just been some text corrections and addition of new player responses for existing dialogue/cutscenes (not listing them here so as to avoid gameplay spoilers). You might want to try contacting Jensonagain, who's working on this mod link to add f/f dialogues to Morrigan; I know the content won't be to everyone's tastes, but it appears he/she knows how the game handles sound files.

#7
Nitro9a

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Thanks Avaraen. I sent Jensonagain a message.

#8
huldu

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Thank you very much for your help everyone! Works like a charm it does. I did notice that the player response can be no longer than 60 letters, what happens when it exceeds this?



Also is there any way to "search" for specific words in a conversation rather than to manually look them up throughout the entire conversation? Another question as well, is it possible to do a search for any specific "actions" taken during a conversation and filter them out from the regular conversation? I looked through the various options but they seem very limited at best, but i could have missed something.

#9
Avaraen

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If your player response exceeds 60 characters, it won't be displayed in the list of options for a dialogue. I'm not sure what happens if the only possible player selection exceeds 60 characters; I would guess either the dialogue will exit early, or it will get stuck in the cutscene. It's easy enough to avoid though, since anything over max length will be displayed with an orange highlight in the dialogue tree, and will show up as an error when you export.



To search for a specific word within a dialogue file, open the dialogue file in the toolset, then go Edit -> Find. That will open a search panel at the bottom of the toolset interface; it should be pretty self-explanatory from there. I'm not sure what you're asking about in reference to "actions" taken during a conversation; can you phrase that differently or give an example of what you mean?

#10
huldu

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The actions can be found on npc's in the conversation under the "plot and scripting", there are various sorts apparently and usually activate when picking certain replies during the conversation.



I will check out the Edit->Find function right away :)

#11
Avaraen

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Oh, I see - sorry, it's late and I've been poking around plot flags and scripts too much, heh. I'm not sure if you can search for a specific action, but in the toolbar at the top, there are icons for various dialogue-related things; one of those is Actions, which acts like a toggle and puts a red highlight on the node icon for any dialogue line that contains an action. So that should at least help with narrowing down the lines you need to look at. Also, any dialogue line with an action, the node icon has an "A" on it.

#12
huldu

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I was wondering is there any other way to change a specific dialogue? Ive seen mods that use all kinds of weird files and they are often so small and does many changes to the game. For example .gda, i opened a .gda in the toolset and weird codes popped up. How exactly does this work? Would it be possible to change a conversation using this method?



Basically the reason i ask i that the dialogue file is several mb big by itself. I have been looking for tutorials and what not but it is so hard to even find something.

#13
Avaraen

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There are some mods that do things like cause the sex scenes to play every time, but what those mods are changing are the script conditions associated with a dialogue option. So the dialogue itself remains unchanged, but when it calls a script, it's getting a changed version of the script. As far as I'm aware, in order to change the contents of the dialogue, it is necessary to edit the .dlg directly.

Modifié par Avaraen, 14 décembre 2009 - 07:46 .


#14
Nitro9a

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It's hard to find tutorials because the update that allows us to edit dialogues just came out. Like you, I'm impatient so I've been messing around with it. It's going well so far. The only thing I can't figure out is where to put the .wav files as I mentioned above.

Be really careful with altering gda files. It's very easy to break the game.

A lot can be learned about the way conversations work now that we can look at the core game dialogues. All you have to do is, in the toolset, select conversations in the palette window and search for the conversation you want to look at/alter. So far, in my experience, altering the conversation in your module will alter the single player module and exports of the .dlb and .dlg files will actually get dumped in there. Just something to be aware of. Another thing to be careful of are the plot flags associated with a dialogue line. They may need to be altered to make your conversation work the way you want it to,

Modifié par Nitro9a, 14 décembre 2009 - 08:22 .


#15
Avaraen

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I was poking around on the DA Builder Wiki again and noticed this:



Real vo needs to be stored in ~installpath~\\Dragon Age\\addins\\[moduleuid]\\module\\override\\toolsetexport\\[lineid]_m.wav - you can dump wav files anywhere under the toolsetexport directory and they will be picked up but for organizational purposes you should probably organize it into subfolders grouped by conversation.




Hope that helps; I don't remember seeing it there when I last looked. Thanks for the info you've posted so far, and let us know how it works out. :)

#16
Nitro9a

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That's what I did when I made a conversation from scratch and it worked but I think there's something different about altering a conversation in game. I'm thinking it may have something to do with how all of a character's .wav files are compressed into one big .fsb file. I can't figure out how to override an individual line. It might just be a question of putting the file in the right place or it might be something more complicated.

#17
Nitro9a

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So, I just thought I'd mention... I have no idea what to do with this. :) No one is even talking about this anywhere as far as I can tell yet and I'm just hoping that some kind developer comes along and answers my question... I think as soon as this issue is figured out the rest of the work on my mod is going to just fly but I'm at a total roadblock.

#18
Avaraen

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Forgive me, it isn't something I know much about, but is there a way to make a new .fsb, with your sound files in there instead of the default ones? It almost sounds like that's what would be necessary, is an override to the .fsb. :\\

#19
Nitro9a

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No need to apologize. The thing is, this is something no one knows much about. (Though if someone out there does, this is the chance to show up here and look *very* cool.) You're right, that does seem like the thing to do but I have no idea how to do it. Thanks for bringing that up. I never even thought to google "fsb compiler". I'm still looking, but so far all I've found are programs that convert .fsb to .wav and not the other way around. Going to keep looking.

Modifié par Nitro9a, 16 décembre 2009 - 02:40 .


#20
takizawa

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There is a program to uncompress FSB file. You can then extract the individual lines from the NPC line and edit them



http://social.biowar.../8/index/340903

#21
Nitro9a

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Thanks, but the problem I'm having is that the .wav files do not override the individual lines of the .fsb. I'm making some progress though. I found a program (FMOD) that is able to make new .fsb files with the .wav files I've created, I'm still ironing out the kinks but it's a step in the right direction, I think. If/when I manage to work it all out I'll post what I've learned. Thanks again Avaraen for brainstorming with me.

#22
huldu

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Anyone have experience with what happens when player response exceeds 60 letters and NPC 250 letters?

#23
Avaraen

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I can't speak to what happens if the NPC dialogue is too long., but if the player response exceeds 60 characters, the response won't be displayed in the list of player response options. It will also be displayed with an orange highlight in the toolset, and throw an error when exporting, so you won't accidentally end up with an overly long player response option.

#24
Nitro9a

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While examining the dialogues I noticed there is a "continue" function to make npc lines longer but I have no idea how to set it.

#25
fluffyamoeba

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[continue] just means you set the pc "response" line to no text at all. The 60 characters limit is probably because that's what fits in one line of text for a standard definition tv. However, the PC really shouldn't be saying that much in one go. Don't make us read :o



(you can get around it by doing the same thing - have the npc say something like "go on" or <act>waits for you to continue</act> to break up the PC text )