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Unique monster soundset variants are not being used

AndreaColomboAndreaColombo Member Posts: 5,452
This issue affects BG:EE, SoD, and BGII:EE in equal measure.

The game files include unique soundsets for specific monster variants that are currently not used:

Greater Doppelganger

Currently uses the "standard" doppelganger soundset (DOPPL); it should be using its own (GDOPP).

This is what the INI file should look like:
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=gdopp08
damage_frame=0
die=gdopp09
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=doppl05
attack_slash_frame=2
attack_backslash=doppl05
attack_backslash_frame=2
attack_jab=doppl05
attack_jab_frame=2
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=gdopp03,gdopp04
battle_cry_frame=0,0
selection=gdopp01,gdopp02
selection_frame=0,0
fall=fal_02b
fall_frame=0


Greater Basilisk

Currently uses the "standard" basilisk soundset (BASIL); it should be using its own (GBASI).


This is what the INI file should look like:
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=gbasi08
damage_frame=0
die=gbasi09
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=gbasi05
shoot_frame=2
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=gbasi06
attack_slash_frame=2
attack_backslash=gbasi06
attack_backslash_frame=2
attack_jab=gbasi07
attack_jab_frame=2
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=gbasi03,gbasi04
battle_cry_frame=0,0
selection=gbasi01,gbasi02
selection_frame=0,0
fall=fal_03b
fall_frame=0


Black bear

Currently uses the brown bear soundset (RBEAR); it should be using its own (BBEAR).

This is what the INI should look like:
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=bbear08
damage_frame=0
die=bbear09
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=bbear05
attack_slash_frame=2
attack_backslash=bbear06
attack_backslash_frame=2
attack_jab=bbear05
attack_jab_frame=2
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=bbear03,bbear04
battle_cry_frame=0,0
selection=bbear01,bbear02
selection_frame=0,0
fall=fal_03b
fall_frame=0


Ghast

Currently uses the ghoul soundset (GHOUL); it should be using its own (GHAST).

This is what the INI should look like:
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=ghast08
damage_frame=0
die=ghast09
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=ghast05
attack_slash_frame=2
attack_backslash=ghast06
attack_backslash_frame=2
attack_jab=ghast05
attack_jab_frame=2
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=ghast03,ghast04
battle_cry_frame=0,0
selection=ghast01,ghast02
selection_frame=0,0
fall=fal_02b
fall_frame=0

Greater Ghast (BDGHASTG.CRE) is also using the ghoul soundset; should of course be using the ghast soundset.


Beamdog ticket BGCS-3404.


@Galactygon FYI.

Comments

  • AndreaColomboAndreaColombo Member Posts: 5,452
    edited July 23
    One more (not part of the Beamdog ticket above as I posted it before I fetched this):

    Worg

    Currently uses the wolf soundset (WOLFF); it should be using its own (WORGG).

    This is what the INI should look like:
    [sounds]
    attack=
    attack_frame=0
    awake=
    awake_frame=0
    cast=
    cast_frame=0
    conjure=
    conjure_frame=0
    damage=worgg08
    damage_frame=0,0
    die=worgg09
    die_frame=0,0
    head_turn=
    head_turn_frame=0
    ready=
    ready_frame=0
    shoot=
    shoot_frame=0
    twitch=
    twitch_frame=0
    walk=
    walk_frame=0
    attack_slash=worgg05
    attack_slash_frame=2
    attack_backslash=worgg06
    attack_backslash_frame=2
    attack_jab=worgg05
    attack_jab_frame=2
    emerge=
    emerge_frame=0
    hide=
    hide_frame=0
    sleep=
    sleep_frame=0
    battle_cry=worgg03,worgg04
    battle_cry_frame=0,0
    selection=worgg01,worgg02
    selection_frame=0,0
    fall=fal_01b
    fall_frame=0]
    

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