KingEtzel wrote...
I have put much time into this already and of course I know where the DLGs are inside of the toolset. My point is, that the game has to recognize the additional DLG/the new soundset. And just by putting an exported DLG into an override directory of your choice (I think I tried all out that there are), this does not work.
OK, I see what you're driving at. The modified GDA points to a new DLG, but even though this new DLG exists in the override, the soundset does not work.
Questions:
1. Are you sure your DLG and FSB are properly done? For testing purposes, as I have already suggested, you might try using EXISTING DLG and FSB, just rename them so they correspond to your new soundset. Will it work then? In fact, I can try this myself.
2. Since we're talking about modifying the original campaign (no point in having custom soundsets if they work only in your own modules), check to see if your new DLG uses lines already present in the core TLK. All the existing soundsets have their lines in the core TLK. If your soundset conversation has new lines, you'll need to incorporate it into the core talktabe, i.e. modify the Single Player campaign. If this is indeed necessary, it is most unfortunate - I have tried to avoid having to use custom dialog.tlk files ever since NWN, they seriously complicate installation and compatibility of mods.
Update:
Reproduced your situation. The issue persists even when using existing DLG/FSB/FEV files under new names (title of the soundset appears at character generation, but no sound is played). So the problem is with the names. They have to be "incorporated" somehow beyond making a simple reference in the 2DA and putting the files in override.
Modifié par Malcroix, 21 mars 2010 - 06:59 .





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