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The End *dog slobber* Slides


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Bhryaen

Bhryaen
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I thought I had now used a better method for Dog's slobbering and whimpering and other obnoxious noise: never recruiting it in the first  place, regardless of how often the option is placed before your character. And, of course, you definitively and decisively tell it to shoo at the pre-Lothering crossroads (after it steals some kill XP from you) but it comes back for another "please recruit me" in Return to Ostagar in which merely feeding it allows it to force its way into your camp. But if you don't feed it, you can yet again refuse its presence in the party, and, oh, how I loved the absence of canine during my first  playthrough without it.

Unfortunately, however, despite successfully  removing Dog from nearly the entire game this way, the devs insisted on putting yet another Dog (??!!!?!??!) where the recruited Dog  would've shown up in the end Landsmeet room. So there seems to be no  way to finish the game, all shaky from but basking in all the victory  and the effort, and then read  the end slides and listen appreciatively  to the epilogue music...  without the enjoyment being ruined by Dog's slobbering and snorting in the background. Grrrrrrr RUFF!

Shale can kill all pigeons everywhere. I'll kill all mabari...

There is a mod to make Dog's noise less frequent, or on this thread there is a method to eliminate Dog's "ambient" noise by merely removing its sound file from the Audio folder. It'll be hilarious to have Dog back at camp after all but so effectively muzzled as to be less "talkative" than the squirrels and cats in Denerim...

But removing the primary Dog audio file does not shut Dog up during the Epilogue end slides. Woe as me. In fact, the microphone seems to be right next to where Dog is sniffing (which isn't a savory thought, given where dogs tend to sniff). But you can also hear an occasional metallic shuffle due to an armored figure (like the guard next to you) shifting positions or pacing, so it's probably a result of your character never leaving that room and the NPCs in the background not being removed. Dog's noise is so close though, it's like they put an ambient dog noise placeable right at the spot where you're standing for the cutscene. Either that or they actually wove those noises into the Epilogue music... No, tell me they didn't...

Modifié par Bhryaen, 26 avril 2013 - 06:38 .