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Saradush Orcs


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In Saradush, there are a ton of orcs and orogs which say thinks like "I've a blade with your name on it" in human voices OVER THE TOP of their orc battle cries (hardcoded to the animation). Something to fix?

Considering how stupid the "every creature that has a particular animation makes the same noises" thing is, in any part of this gets changed, it should be the orc grunts and not the lines. However, I can't see anything inappropriate or buggy about the characters both grunting and saying lines.

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The fix for this is in Tutu. It's what we did to solve the echoing Ogrillons, and the Flesh Golems that were convinced messing with them was messing with you.

 

// SUMMONED MONSTERS AND M*.2da SOUNDS FILES

COPY_EXISTING_REGEXP GLOB ~M.*2da~ ~override~

REPLACE_TEXTUALLY ~.*~ ~ ~

IF ~TWITCH~

BUT_ONLY_IF_IT_CHANGES

 

Of, of course, this'd blank the noises made by all the monsters, unless you manually added their sounds to their respective .cre files, as was done in BG1.

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// Standardise naming of Gromnir's troops

STRING_SET 71239 ~Il-Khan Soldier~

STRING_SET 71240 ~Il-Khan Soldier~

 

// Orcs sound like orcs

COPY_EXISTING ~sarculto.cre~ ~override~

~sarorc01.cre~ ~override~

~saroro01.cre~ ~override~

~sarrein1.cre~ ~override~

~sartro01.cre~ ~override~

~sartro03.cre~ ~override~

SAY 0xa4 #-1

SAY 0xc8 #-1

SAY 0xec #-1

SAY 0xf0 #-1

SAY 0x10c #-1

SAY 0x198 #-1

 

// Silent Sapper

COPY_EXISTING ~SEWDUE02.cre~ ~override~

SAY 0xa4 #4940

SAY 0xec #12584

SAY 0xf0 #12585

SAY 0x10c #4939

SAY 0x110 #4940

 

// Make dwarves dwarves, not humans

COPY_EXISTING ~sardw01.cre~ ~override~

~sardw01.cre~ ~override~

WRITE_BYTE 0x272 4

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~sarculto.cre~ ~override~
Skip this one. The cultists were supposed to be Bhaalspawn or just dupes; they weren't part of the army (and aren't even included in the game).

 

EDIT: Ooh, I see you simply removed the associated sounds. Nevermind.

 

Incidentally, WRITE_LONG 0xffffffff is preferable to SAY #-1 (0xffffffff will evaluate to -1, but -1 will evaluate to 2147483647).

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// name fixes
COPY_EXISTING ~sarbul04.cre~ ~override~
             ~sarbul05.cre~ ~override~
 PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files
   WRITE_LONG 0x08 68792
   WRITE_LONG 0x0c 68792
 END
 BUT_ONLY_IF_IT_CHANGES

// Orcs sound like orcs; blanks human sounds
COPY_EXISTING ~sarculto.cre~ ~override~
             ~sarorc01.cre~ ~override~
             ~saroro01.cre~ ~override~
             ~sarrein1.cre~ ~override~
             ~sartro01.cre~ ~override~
             ~sartro03.cre~ ~override~
 WRITE_LONG 0xa4 0xffffffff
 WRITE_LONG 0xc8 0xffffffff
 WRITE_LONG 0xec 0xffffffff
 WRITE_LONG 0xf0 0xffffffff
 WRITE_LONG 0x10c 0xffffffff
 WRITE_LONG 0x198 0xffffffff
 BUT_ONLY_IF_IT_CHANGES

// Silent Sapper (uses same soundset as sewdue01)
COPY_EXISTING ~sewdue02.cre~ ~override~
 SAY 0xa4 #4940
 SAY 0xec #12584
 SAY 0xf0 #12585
 SAY 0x10c #4939
 SAY 0x110 #4940
 BUT_ONLY_IF_IT_CHANGES

 

The two dwarves are fixed in the racial fixes (one was already covered).

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