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Originally Posted by archer9
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.
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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.

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>\Scr ipts\AI\Dialogs.
Example: Hackl and Bosun either talking about the book or cut violin strings dialogue. Chief talking about sick wife, Greta.
Quote:
Originally Posted by archer9
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.
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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.