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Old 01-12-14, 03:48 PM   #1
THE_MASK
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I am using this mod as well .
Speech fixes and additions (english version)
I get 2 speeches when asking watch officer for the weather .
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Old 01-12-14, 04:38 PM   #2
archer9
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Quote:
Originally Posted by sober View Post
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?
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Old 01-12-14, 04:47 PM   #3
archer9
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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.

Last edited by archer9; 01-12-14 at 05:32 PM.
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Old 01-12-14, 05:11 PM   #4
Sjizzle
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nice mod good job
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Old 01-12-14, 09:47 PM   #5
Mikemike47
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Quote:
Originally Posted by archer9 View Post
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. 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.

Now I won't have to add stuff like this to my [wip] voices reloaded project! Plenty of other general dialogue to add.
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Old 01-13-14, 05:28 AM   #6
archer9
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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.
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Old 01-13-14, 06:25 AM   #7
tonschk
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Do you think the exit (at the bottom) dialog "Nothing more to say" is useful/necessary ?

Quote:
Originally Posted by archer9 View Post

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)
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Old 01-13-14, 06:28 AM   #8
archer9
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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.
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