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The Dalish Curse Mod topic

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#76
berelinde

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The first of the intro cutscenes is recorded (apart from character animations, which I know how to do, but still have to figure out how to implement in a way that doesn't look stooopid.



#77
berelinde

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Came home too tired and too stressed to do more than mangle a few scripts. They compile. Whether they run as intended remains to be seen. Thank the Maker that a mod the size of the Dalish Curse has very few cutscenes! I think I'll write some more ambient dialogue for the villagers and the shoppers.

 

Please be warned: I will probably attempt to get everyone who voices a major NPC to record at least one ambient dialogue, too. I can't have every trivial NPC in the game using the same voice!



#78
Mahumia

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I can help if you want someone with a dodgy dialect for ambient dialogue :P

#79
mysteriouspast

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I'll help out... I can attempt a dodgy dialect! And I think I could do a passable old woman.

 

(please refrain from commenting on that last statement XD)



#80
berelinde

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Honestly, I'm not too fussed about accents or speech patterns. Ferelden is fairly multi-cultural. As a rustic village, you might expect Vintiver to be more homogeneous, but they're famous for viticulture, which could theoretically draw immigrants from other wine-producing areas such as Antiva, Navarra, or Orlais. Heck, I'll be narrating in an American accent because it's hard enough to deliver a narration that doesn't sound forced without trying to do it with a fake accent. I'll post the dialogue list when I get home. Figure on about 15 lines.



#81
Mahumia

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I'm Dutch, so guess I could count for Nevarran or Anders accent? To non-Dutch and -Germans, our accents appear to sound the same.

#82
mysteriouspast

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People confuse Dutch and German accents??



#83
Mahumia

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At least that's my experience. Heck, most US movies that have 'Dutch' actually have German.

#84
berelinde

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Hmm, a Dutch accent could work for either of those places, yes, but unless you want me to specifically place a merchant or more-than-basic NPC, nobody is going to interact with the background NPCs enough to ask where they're from. If you would like to voice a merchant or an NPC with more dialogue, that can certainly be arranged! (But I would probably still ask you to voice a background NPC because I'm greedy like that. ;) )

 

FWIW, I'm not sure I'd be able to identify a Dutch accent if I heard one, or I might think that it was German simply because there is about as much regional variation in accent as there is in England or the US. Somebody from Boston sounds different than somebody from Texas, and somebody from Manchester sounds different from someone from Surrey, etc.



#85
berelinde

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So, time for a mod update! Only two levels remain. Telling you what they are would be unacceptably spoileriffic, but I will say that the level art isn't all that intense. Both are modifications of existing levels. And the Stone Bridge level I posted earlier needs to change. I realized recently that it needs to be nighttime, so all of the visual and lighting effects that I lovingly placed will be lost in the dark. (le sigh)

 

Anyway, Kesla's quest-giver dialogue is in and works as intended. I still need to do voicing and cinematics for it (I'm voicing her myself for now, but if somebody else feels comfortable doing a middle-aged woman with a generic Southern English accent, I'll gladly step aside).

 

Joining dialogues for Etienne, Rael, Tessa, and Beldin are in and tested (not voiced, obviously).

 

All party members are recruitable, although Bartha, Laurelin, and Tempest have placeholder dialogue.

 

All recruited party members stay put while in the tavern (desired behavior) and the area transition party GUI works as intended. The party picker pops up and you can select party members who will follow you around Vintiver. In Vintiver itself, you can reform your party at will, and that all works exactly as it's supposed to.

 

All party members' auto-level scripts work as intended.

 

I think I have successfully decoded how the game's party camp mechanic works enough to use it in the mod. Testing remains, but I'm really sick of scripting, so I'm going to work on some arty things for a while.