[WIPz/RELz] Reneer's Dialog Mod

Post » Wed Mar 30, 2011 1:57 am

Might it be worth it to include the topic in the response? E.g. Phinthias - Gray Fox - Blasted thief![...]
Could be handy if you get a lot of dialogue stored during a conversation, especially if it's one of those conversations where certain dialogue options are removed after first being used.
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I’m my own
 
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Post » Tue Mar 29, 2011 11:44 pm

This looks really nice! I'd too appreciate it if the text field would automatically jump to the beginning of the newest response.
One question - why is there so much space between the topics at the left side? Are there some invisible topics in between?

I guess that space is for the extended player responses that this mod adds ( yes ... the 36 character limit goneth :ahhh: )
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Nathan Risch
 
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Post » Wed Mar 30, 2011 12:35 pm

I don't know why, but my game shows the big white letters of the normal speech also. Is there a way to just have the boxes? Am I doing something wrong?
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Sammygirl500
 
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Post » Wed Mar 30, 2011 6:40 am

I don't know why, but my game shows the big white letters of the normal speech also. Is there a way to just have the boxes? Am I doing something wrong?


Turn off dialogue subtitles.
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butterfly
 
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Post » Wed Mar 30, 2011 6:26 am

Turn off dialogue subtitles.

How exactly is this done?
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Monika Fiolek
 
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Post » Wed Mar 30, 2011 11:23 am

How exactly is this done?
Game Settings -> Gameplay -> Subtitles (corrected.)
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Nathan Risch
 
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Post » Wed Mar 30, 2011 12:39 pm

I remember hearing about the near impossibility of this a month ago, but it's not the first time that has happened.

Anyways, is it possible to use the topic instead of the speaker in the subtitles?

Rumors:
Mudcrabs

-not-


Phintias:
Mudcrabs
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Tiffany Carter
 
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Post » Wed Mar 30, 2011 9:43 am

Game Settings -> Video -> Subtitles (I believe.)

I think it's in the Gameplay menu, not the Video menu ...
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Emma Pennington
 
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Post » Wed Mar 30, 2011 10:24 am

Hey, love how this mod is coming together. I think I'll start using it. :goodjob:

But.....could you make the topic box optional (well I suppose I can change it myself but maybe others want the same)? I liked the original topics layout more. :)
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Suzie Dalziel
 
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Post » Wed Mar 30, 2011 2:10 pm

Hey, love how this mod is coming together. I think I'll start using it. :goodjob:

But.....could you make the topic box optional (well I suppose I can change it myself but maybe others want the same)? I liked the original topics layout more. :)
Topic box can be optional, but it will (basically) defeat having multiple lines of text for player responses. I'll make the addition of an 'unedited' XML file in the next release.
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Rachael
 
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Post » Wed Mar 30, 2011 12:11 pm

Topic box can be optional, but it will (basically) defeat having multiple lines of text for player responses. I'll make the addition of an 'unedited' XML file in the next release.

Is there a possibility of compatibility with UI mods in the future of this mod ? If you were in fact considering it, you could try out kyoma's method of using a newly defined XML file for the response box(es) and adding an instance of it in the dialog menu file during installation. You could even use OBMM to automate that process, like what he's done for his miniMap mod.
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Marcia Renton
 
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Post » Wed Mar 30, 2011 3:55 am

Is there a possibility of compatibility with UI mods in the future of this mod ? If you were in fact considering it, you could try out kyoma's method of using a newly defined XML file for the response box(es) and adding an instance of it in the dialog menu file during installation. You could even use OBMM to automate that process, like what he's done for his miniMap mod.


What UI compatibility issues are there? As I said in an earlier post, I'm using DarNified DarkUI, and I'm not noticing anything out of the ordinary.
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Allison Sizemore
 
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Post » Wed Mar 30, 2011 1:50 pm

Is there a possibility of compatibility with UI mods in the future of this mod ? If you were in fact considering it, you could try out kyoma's method of using a newly defined XML file for the response box(es) and adding an instance of it in the dialog menu file during installation. You could even use OBMM to automate that process, like what he's done for his miniMap mod.

Well I haven't really refined the methode yet. I keep postponing it. :P
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MISS KEEP UR
 
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Post » Wed Mar 30, 2011 8:06 am

Reneer...

I love this mod, but it STILL could be improved...I hope. Anyways, it bugs me that you can not move the dial on the NPC word list fast. And when you do try to move it while he/she/it is speaking, the NPC mutes...no more talking. Think this is fixable> And oh yeah, in the dialog box for the player, think you can lessen the number of lines between each topic? I mean it is about 3 or 4 lines of space now...I think it would be better if it was fewer lines between.

PS...that was great, the 4 to 1 whomping again tonight! 3 games to zip, outscored them 12 to 2!
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 11:12 am

Reneer...

I love this mod, but it STILL could be improved...I hope. Anyways, it bugs me that you can not move the dial on the NPC word list fast. And when you do try to move it while he/she/it is speaking, the NPC mutes...no more talking. Think this is fixable> And oh yeah, in the dialog box for the player, think you can lessen the number of lines between each topic? I mean it is about 3 or 4 lines of space now...I think it would be better if it was fewer lines between.

PS...that was great, the 4 to 1 whomping again tonight! 3 games to zip, outscored them 12 to 2!
The NPC muting when you click the mouse is a vanilla feature of the game and I likely can't change it. And what do you mean by 'list fast'? On the NPC topic list, you can use a the mousewheel, if you have one.

And no, the reason there is 3 to 4 lines of space is because I'm trying to allow other modders to have longer dialog lines for the player to speak, and the only way to make that happen (as far as I can tell) is to preset the size of the dialog response boxes to accommodate more text. Can I remove it? Sure. But it will remove a function of the mod in the process. As I've mentioned previously, I will add in a modified XML file that the user can substitute in that will remove the extra lines.
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.X chantelle .x Smith
 
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Post » Wed Mar 30, 2011 5:55 am

Is this mod still being worked on?
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Dj Matty P
 
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Post » Wed Mar 30, 2011 12:06 am

Is this mod still being worked on?
Actually, I was going to release an update for it tonight, hopefully. :)
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Matt Terry
 
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Post » Wed Mar 30, 2011 9:51 am

Actually, I was going to release an update for it tonight, hopefully. :)

Freaking sweet. Will the problem with the scroll bar not going down to the bottom of the NPCs chatbox be fixed?

Also, it'd be nice to have optional translucent topic and chat boxes where the frame and the center is semi-translucent.
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remi lasisi
 
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Post » Wed Mar 30, 2011 9:41 am

Freaking sweet. Will the problem with the scroll bar not going down to the bottom of the NPCs chatbox be fixed?
Uhhh... not likely, if I'm remembering what you are describing. It may be possible, but XML file stuff is definitely not my forte.

Also, it'd be nice to have optional translucent topic and chat boxes where the frame and the center is semi-translucent.
Not sure how possible this would be, either. I'm quite out of my element when dealing with Oblivion's XML files, and there are almost no resources explaining how they work.
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Wayland Neace
 
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Post » Wed Mar 30, 2011 3:45 pm

Uhhh... not likely, if I'm remembering what you are describing. It may be possible, but XML file stuff is definitely not my forte.

Not sure how possible this would be, either. I'm quite out of my element when dealing with Oblivion's XML files, and there are almost no resources explaining how they work.

Darn. I sure hope someone can do these things, as I will most likely be working on a silent NPCs mod.
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cosmo valerga
 
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Post » Wed Mar 30, 2011 2:30 am

Does this mod affect animations? One thing I do not like about Elys' mod, is that now when I use Actor's in Emotions, NPCs move there mouths for eight seconds before settling into the facial expression I want. The same thing happens to some other poses too I think.

Edit: typo
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Yvonne
 
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Post » Wed Mar 30, 2011 2:45 am

Does this mod affect animations? One thing I do not like about Elys' mod, is that now when I use Actor's in Emotions, NPCs move there mouths for eight seconds before settling into the facial expression I want. The same thing happens to some other poses too I think.

Edit: typo
No, it does not affect animations at all.
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Margarita Diaz
 
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Post » Wed Mar 30, 2011 7:40 am

Hi Reneer.

I really want to use your mod in my future mods but I can't seem to get it to work. I'm running Shivering Isles 1.2.0.416 but my original data folder didn't have a "Menus" folder or any XML files that are mentioned in the readme. In game both boxes show up and the left one works correctly but the one where dialog should go doesn't show anything at all. Also OBSE 17 shows this error repeatedly in the obse.log file:

Error in script 02000ed4
An expression failed to evaluate to a valid result
Error in script 02000ed4
Unexpected token type 79 (4f) encountered

Any ideas what's wrong and how to fix it? This mod is a great idea I hope I can get it to work.

Thanks in advance.
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Adam Kriner
 
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Post » Wed Mar 30, 2011 12:03 am

Hi Reneer.

I really want to use your mod in my future mods but I can't seem to get it to work. I'm running Shivering Isles 1.2.0.416 but my original data folder didn't have a "Menus" folder or any XML files that are mentioned in the readme. In game both boxes show up and the left one works correctly but the one where dialog should go doesn't show anything at all. Also OBSE 17 shows this error repeatedly in the obse.log file:

Error in script 02000ed4
An expression failed to evaluate to a valid result
Error in script 02000ed4
Unexpected token type 79 (4f) encountered

Any ideas what's wrong and how to fix it? This mod is a great idea I hope I can get it to work.

Thanks in advance.
I've noticed this error and fixed it for 0.95 - I've just been really busy with life right now and because of that, many of my mods have suffered some slight delays.
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Lil'.KiiDD
 
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Post » Wed Mar 30, 2011 4:22 am

Hi ! :)

Just a little reply to say that this mod looks really interesting, and also a little question...

I don't have any knowledge in XML language, so I don't know if it's even possible, but I guess it could be done.

So here's the question: Is it possible to make the box containing the text a bit like in Morrowind, I mean, covering the face of the NPC and bigger and keeping the scroll bar? It could be a good way to make longer dialogs (and help to forget that the NPC has no voice), using the modifications of the ini file of the TEScs to increase the number of characters.

I'm not asking to make it for your own mod, but to know if it's possible, by using what you have already done.

Sorry for my bad english, I'm not sure everything I've written is correct...

Anaway, good luck for this, and thanks for your other great mods. :)
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Jade
 
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