Closed Incrementis closed 6 months ago
One suggestion that comes to mind is to compare NPCs to player characters and available party members (e.g. Jaheira or Khalid). This should be done with Near Infinity to make searching easier.
Killing a custom character triggers the line for NPC ingame party member characters in the game (see Jaheira's answer in the image).
When a custom character was given the same scripts from Khalid, the audio would not play when companions died.
Further investigation is required.
When assigning some of Jaheira's attributes to a custom character, Jaheira's voice line (sound and text) will be triggered (see image).
Further investigation is required.
will still trigger Jaheira's voice line.
Changing
Attribute| Value | -- | -- | Sound: REACT_TO_DIE_GENERAL | [JAHEIRA 40] No sorrow for those lost in righteous battles. |to
Attribute| Value | -- | -- | Sound: REACT_TO_DIE_GENERAL | [JAHEIRA 41] Blast it, Khalid! You die, and I—I swear you'll never hear the end of it! |displays the voice line on the terminal and plays the audio file on the voice line.
This lets assume that the trigger in the BSC script is possibly an abstract call(?!). Further investigation is needed.
displays the voice line on the terminal and plays the audio file on the voice line. This limits the possibilities to the following:
Attribute| Value | -- | -- | Sound: REACT_TO_DIE_GENERAL | [JAHEIRA 40] No sorrow for those lost in righteous battles.Further investigation is needed.
Killing an already rigged custom character with a default custom character triggers the voice line. This is not observed when killing standard custom characters. Further investigation is needed.
The line in the CRE resource is most likely identified as what triggers the language line:
Attribute| Value | -- | -- | Script name | None |“None” prevents the voice line from being triggered. Maybe any other value triggers the voice line (my own name was successfully used for testing)
The _REACT_TO_DIEGENERAL sound slot is set for all player character voice sets. This can be seen in the file CHARSND.2DA, line 53. It appears that _REACT_TO_DIEGENERAL does not fire at all for custom player characters and for premade characters.
In BGEE this only applies to custom player characters. This requires further investigation as to what is the cause.