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Human Commoner Origin [Planning & Recruiting]


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#176
_- Songlian -

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My only concern with introducing Kylon are his lines. They will need to be voiced and by the same actor. Which means we either split Kylon's already existing dialogue into words and from them craft a few lines, which would limit our options greatly, or we go for a completely new Kylon dialogue.

I think we need to decide how are we going to handle this situation - in fact, same for Duncan - before writing any lines for them. 

Modifié par - Songlian -, 23 janvier 2010 - 11:56 .


#177
Originsmaster

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A copletely new Kylon would give alot of flexibility but i'm not completely sure thats a good Idea.

#178
Jaldaen

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The .zip file I put up has all the dialogue I could find from both Duncan and Kylon. I think you could do something with him, but you'll have to work within his current dialogue and splice together a voice over with what's already there. Thankfully, Kylon has a decent amount of dialogue and so it shouldn't be too difficult if you keep his dialogue simple.

#179
Maximus741000

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Could you actually email the file to me, Jaldaen? for some reason I'm not able to access it.

#180
mad_cat_prime

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Maximus, message me your address, I'll send it to you.

#181
mad_cat_prime

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Jaldaen did provide us with all the speech for both Kylon and Duncan. For Kylon, we are looking at about 800 - 900 words spoken (how much is unique is hard to say). Duncan, we are possibly looking at 14,000. Splicing Duncan's voice would be easier, though still a challenge. For Kylon, we may need to redo his voice for our mod. And not just for the Origin, but for the whole game. This gives us the freedom for Kylon to recognize you as a Grey Warden.

Modifié par mad_cat_prime, 23 janvier 2010 - 07:34 .


#182
mad_cat_prime

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OK, so I took Jaldaen file for Duncan and Kylon, and I basically eliminated all text that wasn't them speaking (took some creativity and bending the laws of physics).



Total words spoke:

Kylon: 945

Duncan: 11,424

#183
mad_cat_prime

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Some good news. In the game directory, there are *.fsb files. Now I haven't touched to modding tools, so I didn't know this before hand, but I deduced that these were speech files. I've been trying to find a way to convert them to *.wav or to play them. And I found a way. It appears that Winamp is able to do it natively. So, this gives us access to many voices in the game, including Duncan. Unfortunately it is all cobbled together.

#184
mad_cat_prime

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So, as far as this project goes, I am still going through the transition period, but I intend to get started of pushing this forward. As mentioned, I do have a few people doing some side work at this time, but likely starting Monday or Tuesday, we'll get back on track. My projected goal is to get this mod done in 3 months time. That might seem a long time off, but believe me when I say as we get closer to the end, there won't seem there is enough time. Once we get the Denerim Guard story done, the second project (which is likely the Militia story) won't take us quite so long.

#185
Maximus741000

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Sound like good news, contact me if there's any thing you would discuss about the Militia story. And if there's any way you'd like me to contribute, then don't hesitate to tell.

#186
Jaldaen

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Hello All,

I'm just swinging by with an idea about the Denerim Guard storyline. ;) 

Anyways, my idea is:

Option #1: After you report your sister's death to the guard captain (your partner's father) and have your conversation with your partner, then you would be attacked by some thugs (or a group of assassins). After the fight, the leader of the attack claims his group was hired by the nobleman's son, who hired them to murder his father and your sister (and then make it look like a murder-suicide).  Afterward, they were sent to kill you and then a certain templar, who is poking his nose around the Wonders of Thedas (or some other place in the Market District).

Option #2: After you report your sister's death to the guard captain (your partner's father) and have your conversation with your partner, then you would be attacked by some thugs (or a group of assassins). After the fight, you'd find a note on the leader. This note says to kill you, your partner, and a certain templar, who is poking his nose around the Wonders of Thedas (or some other place in the Market District).

Since the templar is on the assasin's list, this gives you and your partner a reason to trust what he tells you.

Alternatively, you could have the templar show up during this fight and help you to fight off the thugs, which would help him gain your confidence, too. But I like the idea of you and your partner finding him. It builds more tension because then the player wonders why this templar is on the thug/assassin's list.

Of the two options... I like option #2 the most because of the use of the note. It helps set up the blood note idea, gives credence to the templar's story, and gives your character a reason to trust him. But this is not my project anymore... so feel free to use it or not.

Best Wishes,
Joseph

PS: Mad_Cat... you'll notice these two options don't quite match what I sent you earlier, but your message gave me some guidance and inspiration. ;)