Have I correctly filled in the dlg_sounds.2da I made myself and other dialogue questions
According to the djinni wiki, it's best to make your own dlg_sounds.2da, because the original one the game uses is so big it will crash the editor most times. I'm working on a dialogue mod (no quests, just standard dialogue), where I've used Audacity to create new voice acting, similar to the Malkavian mod for Deus Ex 1. I accessed the .ogg files by using UnBif.exe on some files. Since I've made a few hundred voice files, I don't want create and finish filling out a dlg_sounds.2da file only to find out that I've done something wrong and there is no sound coming from my 4 characters (Azar, de Aldersberg, Professor and Geralt). Neither the djinni wiki or browsing/searching this forum has been able to tell me enough about that.
Since there is only one dlg_sounds.2da for the game itself, I assume that I only need to create a single dlg_sounds.2da file for my characters. I've saved it to the module instead of globally, which I hope won't cause problems. I've saved all other assets to the module as well. I've attached a picture of the dlg_sounds.2da I've started on, but don't know if I have filled it in right or what other steps one must take to get it to play. I've given them names like grlt_meet_ 1883.wav and azar_grtn_2342.wav to separate them, which I hope is correct.
The only way I could add any voice files to my azarconv.dlg file was to add a new folder to the Data folder, which I called "Dialogue mod". Are there better/other ways of adding edited voice files to conversations? Another thing is that the symbol in the right-hand column opposite the Voice File attribute always says "MP3" no matter if there is a file attached to the dialogue node or not and no matter if you attach an .mp3, .wav or . ogg file. According to the wiki, there should be a small blue icon there instead of the MP3 one, but I've never seen such an icon. If I start a completely new conversation there is not a trace of that blue icon, which means that I can't listen to the added voice file, which in turn might mean that the game doesn't realize that I've added anything.
The other attached image is of one of my dialogues and I hope there is nothing odd with it. If I have a conversation with multiple dialogue options, it's not wrong for all options to have that round, blue "i" icon next to them, is it? Is the "Accompanying" value you can assign in the "Conv Type" attribute only for quests?
Long message and lots of questions, but I'm nearly done with the mod, so you'll soon see the result of much labor.
According to the djinni wiki, it's best to make your own dlg_sounds.2da, because the original one the game uses is so big it will crash the editor most times. I'm working on a dialogue mod (no quests, just standard dialogue), where I've used Audacity to create new voice acting, similar to the Malkavian mod for Deus Ex 1. I accessed the .ogg files by using UnBif.exe on some files. Since I've made a few hundred voice files, I don't want create and finish filling out a dlg_sounds.2da file only to find out that I've done something wrong and there is no sound coming from my 4 characters (Azar, de Aldersberg, Professor and Geralt). Neither the djinni wiki or browsing/searching this forum has been able to tell me enough about that.
Since there is only one dlg_sounds.2da for the game itself, I assume that I only need to create a single dlg_sounds.2da file for my characters. I've saved it to the module instead of globally, which I hope won't cause problems. I've saved all other assets to the module as well. I've attached a picture of the dlg_sounds.2da I've started on, but don't know if I have filled it in right or what other steps one must take to get it to play. I've given them names like grlt_meet_ 1883.wav and azar_grtn_2342.wav to separate them, which I hope is correct.
The only way I could add any voice files to my azarconv.dlg file was to add a new folder to the Data folder, which I called "Dialogue mod". Are there better/other ways of adding edited voice files to conversations? Another thing is that the symbol in the right-hand column opposite the Voice File attribute always says "MP3" no matter if there is a file attached to the dialogue node or not and no matter if you attach an .mp3, .wav or . ogg file. According to the wiki, there should be a small blue icon there instead of the MP3 one, but I've never seen such an icon. If I start a completely new conversation there is not a trace of that blue icon, which means that I can't listen to the added voice file, which in turn might mean that the game doesn't realize that I've added anything.
The other attached image is of one of my dialogues and I hope there is nothing odd with it. If I have a conversation with multiple dialogue options, it's not wrong for all options to have that round, blue "i" icon next to them, is it? Is the "Accompanying" value you can assign in the "Conv Type" attribute only for quests?
Long message and lots of questions, but I'm nearly done with the mod, so you'll soon see the result of much labor.
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