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> Extended list of BG1 character sound offset names, BG1 TotSC
Baronius
post Jul 12 2005, 11:45 PM
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The first part of my additions belongs to sound slots which function has already been obvious for everyone (SELECT_ACTION 1,2,3, SELECT_RARE 1,2,3,4 etc.). The other part contains a few novelties (IDLE 1,2, BIOGRAPHY_TEXT, etc.).

I have written a short description for each new/changed offset name. Naturally the new names are arbitrary. They are as follows:

BATTLE_CRY_1 (9)
BATTLE_CRY_2 (10)

I changed BATTLE_CRY to BATTLE_CRY_1, and added BATTLE_CRY_2.

ATTACK_1 (14)
ATTACK_2 (15)

I changed ATTACK to ATTACK_1, and added ATTACK_2.

SELECT_COMMON_1 (26)
SELECT_COMMON_2 (27)
SELECT_COMMON_3 (28)

I changed SELECT_COMMON to SELECT_COMMON_1, and added SELECT_COMMON_2 and SELECT_COMMON_3.

SELECT_ACTION_1 (32)
SELECT_ACTION_2 (33)
SELECT_ACTION_3 (34)

I changed SELECT_ACTION to SELECT_ACTION_1, and added SELECT_ACTION_2 and SELECT_ACTION_3.

SELECT_RARE_1 (35)
SELECT_RARE_2 (36)
SELECT_RARE_3 (37)
SELECT_RARE_4 (38)

I changed SELECT_RARE to SELECT_RARE_1, and added SELECT_RARE_2, SELECT_RARE_3 and SELECT_RARE_4.

INTERACTION_1 (39)
INTERACTION_2 (40)
INTERACTION_3 (41)
INTERACTION_DIALOG (or INTERACTION_4) (42)
INTERACTION_5 (43)

Interactions with other party members. They are usually said to the same NPC. They are more often negative statements than positive ones. INTERACTION_DIALOG usually opens a dialogue window with the other NPC, while the others are typically spontaneous statements (with immediate reply from the partner, but without dialogue window).

INSULT_1 (44)
INSULT_2 (45)

I changed INSULT to INSULT_1, and added INSULT_2.

POST_TEXT (69)
Text without sound resource. Its trigger in the game is unknown. It is used only in case of Branwen and Ajantis. Very rarely, but it occurs indeed when playing with these NPCs in the party.

IDLE_1 (69)
IDLE_2 (70)
IDLE_3 (71)
IDLE_4 (72)
IDLE_5 (73)
These sounds are played when the creature is idle and is in normal state. It is used in case of Spiders and Helmed Horrors for example. IDLE_5 seems to be used by the Town Crier of Beregost. (Thanks to Zed Nocear for the information on IDLE_3-IDLE5.)

BIOGRAPHY_TEXT (74)
Text without sound resource (obviously). It stores the NPC's biography.

This post has been edited by Baronius: Sep 24 2008, 02:52 PM


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devSin
post Sep 11 2008, 03:58 PM
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Near Infinity and WeiDU are not fooled by multiple symbols for the same value (nor is the game, but it rarely uses the IDS files anyway). Near Infinity will pick the first symbol it finds that corresponds to the listed value, and WeiDU will choose the last symbol. WeiDU (older versions at least) doesn't handle the first row in IDS files (the first row is always assumed to be a header and gets skipped), and an exception will fire if you try to overload STATE.IDS symbols (say APPEND 0x00000000 STATE_WHYISTHISHERE) and view CRE files in NI (the IDSFlag datatype can't handle multiple symbols for the same bit).

In BG/TotSC, the values for the DIALOG_DEFAULT and DIALOG_HOSTILE locations are off (I believe 61 is _HOSTILE and 62 is _DEFAULT). When a creature is hostile, clicking on the Talk icon and then clicking on the creature runs the DIALOG_HOSTILE string in the text console (the dialogue assigned to the creature is never checked when hostile). If a neutral creature is clicked on and spoken to, if none of the state triggers in the dialogue evaluate to true, then the DIALOG_DEFAULT string is displayed in the console. IIRC, there are two additional _DEFAULT slots following that seemed to be originally intended to pick between the strings based on some condition, but these are totally unused.

All the EXISTENCE (IDLE_) slots work; they just run the attached string (usually sound only, with no string data) at random intervals (the game isn't too good at only picking one, so lots of times, multiple sounds from the list will fire).

Everything between a run of certain soundset strings and the next run are part of the previous slot group (e.g., BATTLE_CRY goes all the way up to BATTLE_CRY5 and then switches to ATTACK). The BG2 IDS should have mostly appropriate mappings (although BG2 adds some additional slots, all the common ones remain identical between the original and the sequel).

Note that MORALE corresponds to morale failure, and UNHAPPY_BREAKING corresponds only to party members failing their happiness check (it only plays when the engine periodically checks happiness and finds a party member past their breaking point); BioWare confused the two a lot, so many NPCs won't play their morale failure sounds (since they're assigned to the breaking point slot).

This post has been edited by devSin: Sep 11 2008, 04:06 PM
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Posts in this topic
Baronius   Extended list of BG1 character sound offset names   Jul 12 2005, 11:45 PM
igi   NULL   Jul 13 2005, 11:54 AM
Baronius   NULL   Jul 13 2005, 02:14 PM
Avenger_teambg   NULL   Jul 13 2005, 05:46 PM
Baronius   NULL   Jul 13 2005, 08:41 PM
Avenger_teambg   NULL   Jul 14 2005, 02:11 PM
Zed Nocear   RESPONSE_TO_COMPLIMENT and MISCELLANEOUS have the ...   Sep 10 2008, 11:48 PM
Baronius   Thanks for the information on indices 71-73. Wha...   Sep 10 2008, 11:59 PM
Zed Nocear   Yes, you are right, for running game nothing, only...   Sep 11 2008, 12:29 AM
Baronius   Not necessarily. IDS files define a (sometimes adm...   Sep 11 2008, 10:49 AM
devSin   Near Infinity and WeiDU are not fooled by multiple...   Sep 11 2008, 03:58 PM
Baronius   Thank you for the additions and explanations, devS...   Sep 12 2008, 02:58 PM


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