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 .





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