I've been trying to set soundsets to my npc's and it appears some of them (primarily the human female) dont seem to be firing when I test them in a module. Anyone seen this? Fix for it?
I've been trying to set soundsets to my npc's and it appears some of them (primarily the human female) dont seem to be firing when I test them in a module. Anyone seen this? Fix for it?
Quite a few of the soundset entries are left over from NWN1, and don't have any WAV files associated with them.
Try the Sound Set Selection Menu Fix v1.1 (FOR BUILDERS ONLY). It's a toolset-only mod that just renames the nonfunctional sound sets so that they appear at the bottom and are marked as non-functional, leaving the ones that work. You don't need to distribute it with your module.
Try the Sound Set Selection Menu Fix v1.1 (FOR BUILDERS ONLY). It's a toolset-only mod that just renames the nonfunctional sound sets so that they appear at the bottom and are marked as non-functional, leaving the ones that work. You don't need to distribute it with your module.
I think I tried that one. It's okay for what it does, but the problem I run into is that some of the sound sets don't give a greeting when you click on the character. I usually end up doing trial and error to get a working greeting for every NPC. (Probably should make a list some time.)
The automatic greeting sounds can be quite faint at times, so I sometimes reinforce them by having the first node of the conversation play the appropriate WAV file for that soundset. It's much louder that way. It even works for one-node bark conversations.
Guest_Iveforgotmypassword_*
These arent just for conversations. You cant listen that way when just setting a soundset. In a conversation, yes.
A plug-in to select and play a particular sound type from a voice set would be nice.
Guest_Iveforgotmypassword_*
Some of them work when you press play from the sound set area I just tried it. I turned off the music and all other sounds and turned up the volume because I couldn't hear anything from a couple then hit one that worked and nearly jumped out of my skin because it was really loud.
That method only seems to work for the soundsets that have a particular entry (I think it's the 'hi' sound). So it certainly works for verifying whether a soundset has a greeting or not, but it's not a guaranteed method for determining whether a soundset entry is completely invalid. Most creature soundsets, for instance, don't have a greeting sound (unless that creature type is also used as a familiar or animal companion).
The script of AP dynamic NPCs has the option to change sound set as well. I though it might be a place to look and see which ones work. Because every NPC I set on game from this package always greets me. The line on the script referring to the voice set is this:
//SOUNDSETS (MALE) (GENERIC)
//7 sets
{
if ((GetLocalString(OBJECT_SELF,"var_category") == "generic") && (GetGender(OBJECT_SELF) == GENDER_MALE) && (GetLocalInt(OBJECT_SELF,"switchvar_soundset") == 1))
{
switch (Random(8))
{
case 1 : SetSoundSet(OBJECT_SELF,363); break; case 2 : SetSoundSet(OBJECT_SELF,365); break;
case 3 : SetSoundSet(OBJECT_SELF,367); break; case 4 : SetSoundSet(OBJECT_SELF,465); break;
case 5 : SetSoundSet(OBJECT_SELF,466); break; case 6 : SetSoundSet(OBJECT_SELF,468); break;
case 7 : SetSoundSet(OBJECT_SELF,469);
}
}
}
Now, this is only some I guess. More work for sure, but maybe the numbers indicate the range
.