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View Full Version : [REL] Even More Crew Commands through Dialog


archer9
01-11-14, 03:51 PM
EMCCD v0.3.2

Description
-------------------
This mod expands on MCCD by adding several new lines to Chief engineer, Watch officer, Hydrophone operator, Motor officer and Executive officer. It also adjusts some minor aspects of the original mod.

The original mod (More Crew Commands by Dialog) was not made by me, I have merely expanded on the work of the original author.




Screenshots
-------------------

http://i.imgur.com/Odqb3QH.png

http://i.imgur.com/eWHb4wG.png

http://i.imgur.com/bU1UMgc.png

http://i.imgur.com/gBMZi3I.png



Requirements
-------------------
This mod requires you to have the latest MCCD (http://www.subsim.com/radioroom/showthread.php?t=166236) installed, as well as Reworked Morale and Abilities 1.1 (http://www.subsim.com/radioroom/showthread.php?t=195193).


Download links
-------------------
Depending on whether or not you are using Mighty Fine Crew mod (http://www.subsim.com/radioroom/showthread.php?t=163591), there are two versions of my mod you must choose from:

If you are using Mighty Fine Crew mod: https://www.mediafire.com/?249zvhf1v49mdw9
Install with JSGME, proper load order:
MightyFine Crew Mod 1.2.1
MCCD_1.04_MFCM_1.2.1_compatible
Reworked morale and abilities 1.1
EMCCD v0.3.2 by archer9

If you are NOT using Mighty Fine Crew mod: https://www.mediafire.com/?vhir2nf7ginf8d3
Install with JSGME, proper load order:
MCCD_1.04
Reworked Morale and abilities 1.1
EMCCD v0.3.2 by archer9 - nonMFCM

Changelog
-------------------
v0.1
- New dialog lines for CE
- New dialog line for WO
- New dialog line for SO
- You no longer can order WO to ask Navigator for weather, but you can now ask him for a weather report directly.
- Changed arrows (---->) to dots (...)

v0.2
- Placed "Crash dive" order in the root dialog of CE, and moved the "Surface" order to the "Depth control" menu. (Crash dive gets priority because it is more urgent.)
- Assigned missing speech and animation references.
- Assigned missing dialog titles after an order is clicked.
- Added Blow ballast command to CE.
- Speed controls are now available through WO's dialogue "Orders to Chief...".

v0.3
- Added the following commands to crew member dialogues:
- Nearest visual contact for WO
- 'Deck gun controls' menu for WO (contains range, fire at will/hold fire and target selection commands)
- Maintain current depth for CE (in the Depth control... menu)
- 'Manoeuvres' menu for CE (contains knuckle/double knuckle to port/starboard commands)
- Ship ID command for XO
- Battery recharge commands for Motor Officer
- Follow nearest sound contact for SO
- Follow nearest warship sound contact for SO
- Normal hydro sweep for SO
- Crash dive order now disappears when submerged, instead of becoming greyed out.
- The three sub menus in the WO's dialogue (Orders to Chief/Navigator/Radio Op...) have all been placed inside a single sub menu (Orders to crew...).

v0.3.1
- Added speech and animation when clicking Navigator's commands.
- When an order is clicked, SO, WO and Nav will now use a different speech file according to the crew state (Normal/Tension/Whisper).
- Added 'Deploy decoys' command to CE's 'Maneuvers' sub-menu.
- Moved the special abilities of CE and SO to a sub menu 'Special orders...' for a more compact root menu.
- Added 'Ahead full' and 'Back standard' commands to CE's 'Engine control' sub-menu.
- Moved 'All stop' command to the top of CE's 'Engine control' sub-menu.
- Added a new sub-menu to WO's root dialog - 'Flak gun control...'.
- Moved WO's special abilities 'Man the flak/deck gun' to respective sub-menus - 'Flak gun control...' and 'Deck gun control...'.
- Added the missing 'Medium range' command to WO's deck gun control menu.
- Placed all range orders under a sub-menu 'Range orders...'
- Added aiming orders (Aim at hull/waterline/command deck/weapons) under a new sub-menu 'Aiming orders...' within the 'Deck gun control...' sub-menu of WO.
- Added all the Flak gun controls to WO's new 'Flak gun control...' sub-menu - Fire at will/Hold fire, engage closing/any targets, short/medium/long range (under 'Range orders...' sub-menu) and Aim at bombers/fighters/any commands (under 'Aiming orders' sub-menu).
- Added minor sound reference fixes in XO's dialog file (as suggested by Mikemike47)

v0.3.2
- Added missing speech and animation references for CE's engine speed controls.

THE_MASK
01-11-14, 04:02 PM
Awesome , I wish that use of the officers panel was made redundant by more of these crew commands . Adds to the realism :up:

archer9
01-11-14, 04:15 PM
Agreed. Replacing the officer panel is exactly what I was going for, but unfortunately certain commands can't be implemented, or, more likely, I just don't know how to do it.

THE_MASK
01-11-14, 04:31 PM
I just updated my mega mod list to include this mod .

archer9
01-11-14, 05:14 PM
Awesome! :up:

volodya61
01-12-14, 12:39 AM
Thank you Archer :salute:
Good, I would say very good idea :up:

arnahud2
01-12-14, 07:16 AM
Thanks so much, Archer, nice addition !!! :up:

tonschk
01-12-14, 08:36 AM
Thank you very much :sunny::salute: Archer :yeah:

vdr1981
01-12-14, 09:43 AM
Looks very nice! :up:

gap
01-12-14, 12:33 PM
Nice mod, thank you very much Archer! :yeah:

archer9
01-12-14, 12:57 PM
Enjoy! :up: Also, check the link for v0.2.

gap
01-12-14, 01:00 PM
Enjoy! :up: Also, check the link for v0.2.

Got it! :sunny:

gap
01-12-14, 01:17 PM
Just a thought:

is this mod compatible with MightyFine Crew Mod? :hmm2:

archer9
01-12-14, 01:22 PM
Yes, fully compatible.

THE_MASK
01-12-14, 03:48 PM
I am using this mod as well .
Speech fixes and additions (english version)
I get 2 speeches when asking watch officer for the weather .

archer9
01-12-14, 04:38 PM
I am using this mod as well .
Speech fixes and additions (english version)
I get 2 speeches when asking watch officer for the weather .

Two speeches that are one and the same? Or two different ones?

archer9
01-12-14, 04:47 PM
Does it also happen if you ask Navigator for weather?

I remember having this bug a while ago (also using speech fixes and additions). My solution was to replace one of the weather report sound files with a silent 1 second sound file (MC_CR_NAV_68 I believe).

Anyway, my mod does not interfere with those sounds. The only sound I added was a "Jawohl Herr Kaleun" for hydrophone operator.

Sjizzle
01-12-14, 05:11 PM
nice mod good job :)

Mikemike47
01-12-14, 09:47 PM
Does it also happen if you ask Navigator for weather?

I remember having this bug a while ago (also using speech fixes and additions). My solution was to replace one of the weather report sound files with a silent 1 second sound file (MC_CR_NAV_68 I believe).

Anyway, my mod does not interfere with those sounds. The only sound I added was a "Jawohl Herr Kaleun" for hydrophone operator.

The navigator references sound files for speech fixes and additions mod (http://www.subsim.com/radioroom/showthread.php?t=174063). Maybe that is why it is heard twice, even though you are not moding the commands.cfg.
In its' "commands.cfg"
[Cmd261]
Name=Report_weather
Contexts=1
MnID=0x3F250006
Sound_0=ELO_Helm,MC_RR_RADIO_08;#KarlKoch

from message_NA.cfg (not related to weather just an example)
[Msg1]
MsgId=1
Priority=3
Timeout=20
Param0=1
; Depth under keel is
MsgOgg0_0=MC_CR_NAV_06

Cool!! Nice work:up:.

Now I won't have to add stuff like this to my [wip] voices reloaded project (http://www.subsim.com/radioroom/showthread.php?t=205078)! Plenty of other general dialogue to add.

archer9
01-13-14, 05:28 AM
Hmm, sounds great. What kind of dialogs are you planning to add?

There is one limitation you should know about (in case you don't already), the dialog menu only supports up to 9 entries (that is including the Exit dialog entry at the bottom). This is why I have placed a lot of things under sub-menus for CE like "Engine control" and "Depth control". If it reaches 10 entries in the root dialog, it breaks down and all the dialog options jump together and only Exit dialog becomes clickable. Right now CE has 8 entries in total, but during campaign a ninth one is spawned (the story dialog about his wife etc.). This means that adding any more dialog entries to CE is impossible.

Unless, I can put the special abilities into another sub-menu as well. I haven't tried this, but I see no reason why it wouldn't work. This would provide space for 2 extra entries in the root dialog.

tonschk
01-13-14, 06:25 AM
Do you think the exit (at the bottom) dialog "Nothing more to say" is useful/necessary ?



There is one limitation you should know about (in case you don't already), the dialog menu only supports up to 9 entries (that is including the Exit dialog entry at the bottom)

archer9
01-13-14, 06:28 AM
You have a point. The menu can be closed by hitting Esc anyway, but I'm not sure if it can be disabled. It uses a separate .aix file for generic exits. But I'll look into it.


In other news, I may be onto some clues as to why certain commands don't work trough dialogs. All the commands I have added are also found in Data\Scripts\AI\Crew as crew strategy .aix files (periscope_depth, surface, crash_dive etc.). And all the commands that don't seem to work when clicked through dialogs (report nearest visual contact, follow nearest sound contact etc.) are not in that folder.

tonschk
01-13-14, 07:26 AM
Thank you :up:

Mikemike47
01-13-14, 11:56 AM
Hmm, sounds great. What kind of dialogs are you planning to add?

Unless, I can put the special abilities into another sub-menu as well. I haven't tried this, but I see no reason why it wouldn't work. This would provide space for 2 extra entries in the root dialog.
Good idea for sub-menus if possible.

Not at game computer at the moment. Adding or fixing broken dialogue that is not for sub operations is what I am doing. You saved me some work doing this mod. :salute: I was up for the challenge but RL wins, too.

Generally speaking, the PD_YY_CHARACTER_xxx.ogg and SR_YY_CHARACTER_xxx.ogg files are the conversational dialogues that I will direct my attention to. May fix scripts in Data\Scripts\AI or subfolders or data\Campaigns\CampaignProjects\<CampaignName>\Scripts\AI\Dialogs.
Example: Hackl and Bosun either talking about the book or cut violin strings dialogue. Chief talking about sick wife, Greta.

And all the commands that don't seem to work when clicked through dialogs (report nearest visual contact, follow nearest sound contact etc.) are not in that folder.

Check the speech fixes and additions mod to compare what may have been done all ready.

There are *aix files in the Data\Scripts\AI\Dialogs_Default. Using the file DT_Bosun_all.aix as an example, there are lines like "RootDialog_BOSUN_NoCampaign_1066". Does the 1066 number represent the different campaigns such as black pit, operation drumbeat, or total Germany, etc.? Is the 1066 number referenced from another filename that I haven't found yet?

The ubisoft *.doc help texts did not help much for me.

archer9
01-13-14, 12:42 PM
No, that number is not referenced anywhere. Only the script file that it's inside uses it. For example NoCampaign_1066 in DT_Bosun_all.aix is used only in that file. Furthermore, it is used only by the "strategy" in which it's placed. Look at this example:

strategy DialogTitle_RootDialog_BOSUN_NoCampaign_1066(Dialo g)
{
strategies
{
DialogTitle_RootDialog_BOSUN_NoCampaign_1066_Init
}
}

strategy DialogTitle_RootDialog_BOSUN_NoCampaign_1066_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 0 and Dialog:IsTutorialMission() == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1067" );
Dialog:PlaySound( "Bosun_slash_", "CGSQ_BOSUN_01", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
}
}Here the strategy is called "DialogTitle_RootDialog_BOSUN_NoCampaign_1066(Dialo g)". All the lines below it that contain "BOSUN_NoCampaign" must have that same number at the end. Otherwise the script won't work properly. That's about all the significance that number has.


If you scroll down, you will notice lines like this one:


# sh5 dialog tool - start new dialog
#

These are used to create a new dialog, and a list of strategies go below it. But since it is a separate dialog, you can use the same number as in the previous example (1066), it will work perfectly fine, because each new dialog reads only its own strategies. So yeah... that number has no significance outside the file it's inside nor even outside its dialog block.

Also, to my understanding the phrase "NoCampaign" indicates that the dialog line will appear no matter the campaign (even in historical missions).



The ubisoft *.doc help texts did not help much for me.

Where did you find those help files?

Mikemike47
01-13-14, 06:17 PM
number is not referenced anywhere. Only the script file that it's inside uses it.
Dialog:AddRandomLine( "generic_exits", "gexit_1" );

So yeah... that number has no significance outside the file it's inside nor even outside its dialog block.

Also, to my understanding the phrase "NoCampaign" indicates that the dialog line will appear no matter the campaign (even in historical missions).


Where did you find those help files?
Thanks for the clarity.
Nice to know that the #s have no significant importance outside the scripts. Is "generic_exits" called out in some function in some other file elsewhere? Just one more of those things just used in these scripts?

Quick Start - CrewAI.docx and Crew Strategies Help.docx files in data\Scripts\AI\Crew folder.

If you make another version of this mod, it would be nice to move the prepare weather report back to the orders to navigator under the WO (watch officer). As long as you and others do not mind. It may give me flexibility for general dialogue of WO in the future.

If you are going to look into the **.aix files in data\Scripts\AI\Dialogs_Default someday, some changes need to be made.
DT_XO_all.aix
Search for "MC_TRF_LOAD01_58" and change to "MC_CR_SO_102"
DT_Radio_all.aix
Search for "MC_TRF_LOAD01_58" and change to "MC_RR_RADIO_80"

I can inform you of any other errors when I find them if you wish, let me know. I all ready made the changes to [wip] voices reloaded mod.

Additionally, dialogue for general sub commands are in the MC_YY_CHARACTER_xxx.og. General pleasantries like Jawohl Herr Kaleun and Yes Lieutenant are in the format CG_YY_CHARACTER_xxx.ogg.

General conversational dialogue for [wip] voices reloaded has formats of TM_YY_CHARACTER_xxx.ogg or TTM_YY_CHARACTER_xxx.ogg, too.

archer9
01-13-14, 07:19 PM
Is "generic_exits" called out in some function in some other file elsewhere? Just one more of those things just used in these scripts?
I am not 100% sure about this one, but I think generic_exit entries somehow point to .aix files in data\Scripts\AI\Dialogs_Default_Exits. I'm guessing so because .aix files in \Dialogs_Default have no references to Text_Dialog_101 and 801 ("Nothing more to say." and "Keep up the good work!") from dialogs.tsr, while the ones in \Dialogs_Default_Exits have them.

I'm not sure about moving the weather report back, though. I did this for role-playing reasons - I don't want to ask a guy who sits below for weather. I'll think more about this after I get some sleep.

I will look into those changes for the .aix files.

Mikemike47
01-13-14, 08:52 PM
I'm not sure about moving the weather report back, though. I did this for role-playing reasons - I don't want to ask a guy who sits below for weather.
Fine by me, as real as it gets.

variable intitialized in init.aix, x=2 in data\Scripts\AI\Dialogs_Default. Any ideas why?
Same goes for init.aix in data\Campaigns\CampaignProjects\<CampaignName>\Scripts\AI\Dialogs.

archer9
01-14-14, 05:47 AM
Nope, no idea what that variable is for. But I have some big announcement - I managed to get Report nearest visual command working through dialog! This means I will probably add in a whole bunch of essential commands that didn't work previously in the next update. :woot:

tonschk
01-14-14, 06:27 AM
:woot: :salute::up::D :sunny::rock::yeah:

I have some big announcement - I managed to get Report nearest visual command working through dialog! This means I will probably add in a whole bunch of essential commands that didn't work previously in the next update. :woot:

archer9
01-14-14, 02:06 PM
Version 0.3 is out, please report if you find any problems. No idea if it's savegame compatible. I'm using crew_commands.txt from MifhtyFineCrew mod in this update, but if I'm correct it shouldn't cause any problems for those who don't use that mod.

Sorry, Mike, I wasn't able to move special abilities into a separate sub-menu. I don't know what's the problem, but it just doesn't work. I'm guessing there's some special rules with special abilities in the script. I'll give it a second try when I can. If I can't do it, we'll need a special compatibility version of EMCCD for your mod. Probably will have to put more stuff in the same sub-menus. Not a big problem.

I've included almost everything I wanted into dialogues. The only command from commands.cfg that for some mystical reason doesn't want to work for me is deploy_decoys. And another one is the Report fix (lat and long) from Real Navigation. I can't find the command in commands.cfg and thus I can't add it to the dialogs... If I could find a way to add these two commands, we'd be able to play with the officers panel fully disabled!! :)

THE_MASK
01-14-14, 02:25 PM
With the New Ui options editor you can hide any combination of officers on the officers panel . I don't know how but you can do it . It is an option .

Mikemike47
01-14-14, 03:04 PM
Sorry, Mike, I wasn't able to move special abilities into a separate sub-menu. I don't know what's the problem, but it just doesn't work. I'm guessing there's some special rules with special abilities in the script. I'll give it a second try when I can. If I can't do it, we'll need a special compatibility version of EMCCD for your mod. Probably will have to put more stuff in the same sub-menus. Not a big problem.

The only command from commands.cfg that for some mystical reason doesn't want to work for me is deploy_decoys. And another one is the Report fix (lat and long) from Real Navigation. :)

How about contacting Rongel about special abilities with Reworked Morale and Abilities Mod?

Hopefully, the miscellaneous dialogue from [wip] voices reloaded will fit nicely with 9 entries allowed in the dialogue menu still.

I was thinking the same thing, sub-menus, subroutines. Just an example of an idea, gunner or watch officer vocalizes a general comment that is available in the **.ogg files to say immediately after the command "fire at will" is said, etc.

Deploy decoys makes a sound for me with mods I use. I will look later to see what I can find for this. I do not use real navigation to help with that.

archer9
01-14-14, 05:24 PM
Yes, I'm yet to figure out why there is no speech after commands are activated by dialogue. I can hear speeches when they are clicked through the UI... Maybe for the next update I'll figure it out.

THE_MASK
01-14-14, 06:42 PM
With V0.3 I get an instant ctd if I click on any of the standard depth control icons on the left GUI .

archer9
01-14-14, 07:17 PM
Thank you, sober. Check the first post for a new link.

Mikemike47
01-14-14, 09:44 PM
If you are going to look into the **.aix files in data\Scripts\AI\Dialogs_Default someday, some changes need to be made.
DT_XO_all.aix
Search for "MC_TRF_LOAD01_58" and change to "MC_CR_SO_102"
DT_Radio_all.aix
Search for "MC_TRF_LOAD01_58" and change to "MC_RR_RADIO_80"

Whoops, sorry. I only tested the vocal yesterday. Did not actually test the dialog box then. Will be testing later tonight. Did I miss this detail for you and that is why it did not work in version 0.3?

Should be:
DT_XO_all.aix
Search for "TorpedoMan_slash_", "MC_TRF_LOAD01_58" and change to "ExecutiveOfficer_slash_", "MC_CR_SO_102"
Just in case you change this file in future:
DT_Radio_all.aix
Search for "TorpedoMan_slash_", "MC_TRF_LOAD01_58" and change to "RadioMan_slash_", "MC_RR_RADIO_80"

archer9
01-15-14, 03:08 AM
Ups, sorry, totally forgot to edit those lines! :dead:

THE_MASK
01-15-14, 04:26 AM
Is what your looking for in the
Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithAutomation ?
I mean any hints in that file .

archer9
01-15-14, 04:41 AM
Yes, I was just looking through that same file and there is this line at the bottom of it:
,[ "Report_position_celestial", AutomationRealNavReportPositionCelestial ]

There is also this line in Data/Automation/TDW_Automation.txt:
; Report_position_celestial,0,0,0,0,0,0,t

But it is commented out for some reason, like the rest of the lines in that file.

Anyway, TDW apparently uses his own commands through his own scripting. I tried simply adding an entry of 'Report_position_celestial' into commands.cfg but it's obviously not that simple because it didn't work in the game. For now I'm stumped.

Mikemike47
01-16-14, 02:23 PM
v0.3.1
When an order is clicked, SO, WO and Nav will now use a different speech file according to the crew state (Normal/Tension/Whisper).

:up: again.
What triggers the crew state? Maybe useful for voices reloaded, too, by keeping code smaller.

archer9
01-16-14, 04:08 PM
The crew state is triggered automatically by the game. For example, if a line like this one is triggered:

Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_01_A", 0 );

the game will automatically look for a speech file with that name in all three folders - Normal, Tension and Whisper. If the assigned filename is found only in one of those folders, it will use it for all states.

THE_MASK
01-17-14, 04:57 AM
Is that everything now , apart from real navigation ? Can I disable the officers bar now ?

archer9
01-17-14, 06:21 AM
Yeah, I guess so. Pretty much everything apart from real nav is accessible through dialogs now. :)

Mikemike47
01-17-14, 12:55 PM
Is that everything now , apart from real navigation ? Can I disable the officers bar now ?

Yeah, I guess so. Pretty much everything apart from real nav is accessible through dialogs now. :)

So if I summarize this correctly, once the officer bar is disabled, we access the dialog by using the command key "T" for the transport panel?

THE_MASK
01-17-14, 03:38 PM
Awesome mod , what about decks awash and ahead one third ?

archer9
01-17-14, 04:03 PM
So if I summarize this correctly, once the officer bar is disabled, we access the dialog by using the command key "T" for the transport panel?
If you mean teleport, then yes I think so.

Awesome mod , what about decks awash ?
Thanks. I actually don't exactly know how it works. I can't find it in commands.cfg which means I can't add it to dialogs. Basically the same scenario as with real navigation.

Mikemike47
01-17-14, 04:47 PM
I can't find it in commands.cfg which means I can't add it to dialogs. Basically the same scenario as with real navigation.

Decks awash and real navigation have been added to New UIs for TDC. Decks awash is in the TDW generic patcher, not sure about real navigation.

THE_MASK
01-17-14, 05:14 PM
Can there be just a simple ''Dive'' command ? No preset depth .

archer9
01-17-14, 05:48 PM
The 'Dive to 100 meters' is actually using the standard "dive" command from the commands.cfg file. I'm quite sure it's possible to create a new command that would set depth to like 600 meters, but I don't yet know how to add custom commands. I'll look into it though.

I'm positive TDW knows how to do it via his python scripting.

and ahead one third ?
Whoops, didn't realize I had that missing. Will investigate.

THE_MASK
01-17-14, 06:09 PM
I can do the real navigating quite easily with just automation . When I get a bit lost or entering unfamiliar places I just slow down my sub so I get navigation marks closer together on the nav map .

THE_MASK
01-20-14, 05:11 PM
If I click on depth control while crash diving I get a ctd . IE: Crash dive and then click on Depth control .
MCCD_1.04
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9 - nonMFCM
Speech fixes and additions (english version)

I changed my mod order to this and everything seems to be working . So I will stick to this mod list .
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9
Speech fixes and additions (english version)

Mikemike47
01-22-14, 06:15 PM
There are *aix files in the Data\Scripts\AI\Dialogs_Default. Using the file DT_Bosun_all.aix as an example, there are lines like "RootDialog_BOSUN_NoCampaign_1066". Does the 1066 number represent the different campaigns such as black pit, operation drumbeat, or total Germany, etc.? Is the 1066 number referenced from another filename that I haven't found yet?

No, that number is not referenced anywhere. Only the script file that it's inside uses it. For example NoCampaign_1066 in DT_Bosun_all.aix is used only in that file. Furthermore, it is used only by the "strategy" in which it's placed. Look at this example:

Here the strategy is called "DialogTitle_RootDialog_BOSUN_NoCampaign_1066(Dialo g)". All the lines below it that contain "BOSUN_NoCampaign" must have that same number at the end. Otherwise the script won't work properly. That's about all the significance that number has.

I forgot about this old [TEC]What a mess with Voices! (http://www.subsim.com/radioroom/showthread.php?t=205040)information as I get within a few days of writing scripts for my mod project.

Thanks sober!
I probably read sober's thread and forgot about it, too.

#s such as 1066 are mentioned in the above thread information and may make a difference in future versions of EMCCD. I noticed in v0.3.1 that the written dialogue boxes does not match aural dialogue. It may all be fixed as I continually fix the dialogs.cfg and sound.cfg.
I have found out that the dialogs.tsr is my highest priority to keep as close as possible to stock because the original **aix scripts are effected as well as EMCCD and other mods.

archer9
11-01-14, 07:47 AM
I'm back with a minor update to this mod. I don't really have too much time for modding/playing but hopefully more updates will follow. :salute:

To address the above comment by sober (a bit late, but still), the mod does not have any file conflicts with Speech fixes and additions as far as I know, so that was probably some random ctd. In any case, I have Speech fixes before EMCCD and have never experienced any such crashes.


Also, apparently some people have reported problems with the Hydrophone operator, please post more details here so I could look into it.

icarogib
04-05-19, 06:54 PM
Hey Captains! Is this mod compatible with latest version of TWOS? Just to make sure. I ran in some issues, it misses some dialogs, like the purify oxygen cartridges one and some others D: Also, some CTD ;/