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Another Question – How Can I Easily Modify 800+ Dialog Voice

PostPosted: Mon Sep 08, 2014 1:45 pm
by Phobos_Jugular
I’m using the ‘monkey see, monkey do’ approach to providing hand to hand health damage using Argent’s ‘Fists of Fire’ and GhanBuriGhan’s ‘Combat Moves’ to see how they did it. They both use the Dialog\Voice\Attack or Hit sound files to tie their actual combat result scripts as targeted globals to the NPC\Creature generating the sound file. There are some 800 to 900 Attack and Hit dialogs with the appropriate StartScript function in the results box – a tedious and error prone process which I have trouble believing that two modders of their experience actually did. I’ve messed with the Toolkit and the Enchanted Editor and failed to find a way to universally change the 800+ StartScript references in the Dialog Result box in one operation. Am I missing something or is there another tool that can do this?

Re: Another Question – How Can I Easily Modify 800+ Dialog V

PostPosted: Wed Sep 10, 2014 5:05 pm
by sassman
As far as I know, nobody has ever created a tool to automate the process of updating dialog entries.  The best approach i am aware of is to remove all 800+ entries from individual characters, and either make just a few entries that are specific to certain classes, certain locations, etc., and hope at the dialog doesn't break some other feature of the game.

Re: Another Question – How Can I Easily Modify 800+ Dialog V

PostPosted: Wed Sep 10, 2014 11:04 pm
by Phobos_Jugular
Thanks for the response sassman – I appreciate it. I must confess that if I had done what I should have done first, namely try out the hand to hand damage capabilities I wouldn’t have posted the question. I tried GBG’s ‘Combat Moves’ and took it into action with a martial arts monk and the results were less than I’d hoped for. Many times when the monk attacked first he would be beating his opponent senseless (or be half dead himself) before the foe would ‘say’ a Voice file that would trigger the ‘Combat Moves’ activator script. Anyway, how Messrs. Argent and GhanBuriGhan accomplished inserting the 800 or so triggers remains a mystery, but one I no longer need to worry about solving.

Tomorrow’s plan will be to use a global script with the ‘Hand to hand Hit’ sound file as the trigger to see if it would attach itself to the recipient like a remora or lamprey whenever the monk connects. If you’re interested I’ll post the results.

Thanks again for the response.

Re: Another Question – How Can I Easily Modify 800+ Dialog V

PostPosted: Fri Sep 12, 2014 1:24 am
by sassman
No problem.  I hope your script works, although i do know there are other complaints out there over Morrowind Scripts detecting when a specific sound is played as well.  If you're writing a script specifically for the Player, it might just be easier to use "Player->StartScript [your script]" and then have your script monitor when the player does, in fact, hit something.

But...keep me posted, anyways.  Thanks!

Re: Another Question – How Can I Easily Modify 800+ Dialog V

PostPosted: Fri Sep 12, 2014 8:45 am
by Phobos_Jugular
sassman - Just a note to continue this question – insofar as I was able to determine ‘Hand to Hand hit’ sound files do NOT attach themselves directly to the recipient by a global unless the global has already identified the recipient as done by Messrs. Argent and GhanBuriGhan with Voice ‘Attack’ or ‘Hit’ dialog results. However they seem to work just fine at causing hand to hand health damage if used in a local script attached to the NPC. Of course that alternative pretty much rules out allowing the Player freedom to explore and go anywhere in the game world. So this is where your suggestion of ‘Player->StartScript’ might be a viable way to go since it opens up another avenue to explore.

Thannks again – I’ll let you know how your “Player=>StartScript’ suggestion works out.

Re: Another Question – How Can I Easily Modify 800+ Dialog V

PostPosted: Sat Sep 13, 2014 11:41 am
by Phobos_Jugular
sassman - I give up!!! The only scheme I was able to find that made an NPC/Creature a H2H health damage target was the Voice Attack/Hit trigger. I also tried making Left and Right gauntlets and attaching the HurtCollidingActor function to them – no luck there. Next I tried Damage Health enchantments on them and again – no luck there. So that pretty much leaves the choice of sticking to Bethesda’s fatigue damage design (good for inducing tunnel carpal because of the excessive ‘clicking’ required to ‘knock out’ an armored opponent ) or accepting the delay and reliability issues with the Voice triggers. I’m opting for the latter and ‘cribbing’ from GhanBuriGhan’s work to eliminate the special moves parts (my finger joints and reflexes are no longer good enough to handle them).

Thanks yet again.

Re: Another Question – How Can I Easily Modify 800+ Dialog V

PostPosted: Sun Sep 14, 2014 10:26 pm
by sassman
Well, I'm glad you were able to get something to work, and sorry it's not so easy to achieve.