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hut_monsters.utc - Could not get sound set for the character . And lightbulbs...


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#1
craigdolphin

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Hi,

I'm completely new to using toolsets like this but I'm determined to learn how to make some DA awesomesauce.

I've been following along with the wiki tutorial, and the helpful video tutorials that SilentCid put out that is based on that tutorial. After a few false starts I managed to make the mod work, the quest function, stage and cameras doing what I wanted, and have begun playing with tweaking the conversation animations. However: I have two issues I can't figure out without more help.

The first is a recurring issue with errors for the soundsets for the hut monsters and the quest_giver whenever I export the module:

W: 13:35:36 - hut_monsters.utc - Could not get sound set for the character .
W: 13:35:36 - quest_giver.utc - Could not get sound set for the character .

I have tried editing/refreshing the hut_monster and quest_giver creature resources, and exporting those singly. I made sure the team number was set to 1 for the resource as well as the specific individual creatures. I also manually deleted the toolset export file for the mod and re-exported it but no luck there. I always export with dependencies, and I have all resources selected when I do.

The only discernible issue in-game in the mod is that you don't hear anything much from the darkspawn. However, the artifical VO etc works fine for the quest giver.

I would appreciate any input from less newbie modders or BW gurus as to what the heck I've done wrong, and how I might be able to fix it. I hope I'ver provided the right information necessary to diagnose the problem, but if not then let me know what you need to know and I'll try to provide it (I am currently ignorant but am willing to be educated).

The second issueI'm having is the 'lightbulb' over the quest giver's head. It currently doesn't appear at all. I was able to make it appear my setting the PlotGiver property of the resource to TRUE. But then it wouldn't go away at the conclusion of the quest. Is this something that has to be scripted and called from the conversation/plot?

Would appreciate any help that may be offered.

Thanks,
Craig

#2
Challseus

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So, it seems sound sets are a property of Character files. For instance, if you open the creature palette, and go to _Core_Creatures -> Darkspawn -> Genlocks -> Normal -> genlock_axe, you will notice that in its object inspector, it has a value of genlock for Character (first option under the General section).

Now, if you go to the Character part of the palette and go to Monsters -> genlock, you'll see a Sound Set property under the Voice section. It should read, ss_genlock.

So as you see, you'll either need to make new character files that contain the appropriate sound set, or you can just use an existing one for testing purposes.

Hope this helps.

#3
Challseus

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Just noticed your second question. Essentially, you need to call this function to remove the "!":

[url=http://social.bioware.com/wiki/datoolset/index.php/SetPlotGiver]SetPlotGiver[/url](oObject, FALSE);

Checkout the PLOTS section of the WIKI for more info.

#4
craigdolphin

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Challseus,

thanks for that. :) 

I set the character property to hurlock and that solved the issue for the monsters. Is there an equivalent character file for humans? All the ones I see appear to be monsters.

I'll do some more reading on the wiki regarding the quest giver light, so thanks for the link :)

Cheers! 

#5
Challseus

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craigdolphin wrote...
...I set the character property to hurlock and that solved the issue for the monsters. Is there an equivalent character file for humans? All the ones I see appear to be monsters...


Yeah, I didn't see any generic human ones. So unfortunately, looks like you'll have to create your own Character files. When you do, and select the sound set, just go to _Core_Soundsets -> Generic. In there you'll find all types of generic ones, like:

ss_g_female_high_1
ss_g_female_med_2
ss_g_male_med_5

Note that I haven't tried any of these out, but it seems pretty self explanatory.

#6
craigdolphin

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Hmm. Thanks for the reply. Self explanatory may be in the eye of the beholder! :) But I will see what I can do.

I'm likely at about 5% of the learning curve required ;) So far I've yet to find a good tutorial on how to use scripting in conversations and I'm at a bit of a loss how to use the custom plot events template. But hopefully someone will provide something along those lines in time.

Thanks again.

#7
Challseus

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craigdolphin wrote...

Hmm. Thanks for the reply. Self explanatory may be in the eye of the beholder! :) But I will see what I can do.


Fair enough. Just post back if you have any other questions.