ebmar

[TSL] Animation in Dialogue Overrides (Customized) VideoFX Overlay?

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Greetings, fellow Jedi. Hope everyone's fine. :cheers:

Can anyone confirm in TSL that adding animations [using tk102's DLGEditor] overrides the currently applied [custom] VideoFX/CamVidEffect? In another case it doesn't happen with already existing animations in the relevant DLG.

Not there's no workaround for that as we can call EnableVideoEffect with a script together with the added animations, but I'm just curious about this rather bizarre setup [either I did wrong with the DLG or it's one of new things that Obsidian added] in the first place.

Much thanks for considering this.

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28 minutes ago, DarthParametric said:

...provide more specific details/examples.

  1. I added a new row to videoeffects.2da for a custom CamVidEffect that I intend to use
  2. I edited a DLG/medoff.DLG to add and/or modify participant animations using script
  3. With the relevant DLG I also change the CamVidEffect from N/A to 18, and could only be changed with K-GFF as the custom one can't make it to DLGEditor's CamVidEffect list
  4. With every nodes that calls the animations -nothing fancy as it was just ANIMATION_LOOPING_USE_COMPUTER and ANIMATION_LOOPING_TALK_NORMAL for example- the VidFX resets to int 0 [not even N/A which is by default], which should have been int 18 [as specified in the 2DA]
  5. But with default animations setup [or at least untouched in my attempt] the custom VidFX works and not get overridden

I hope the information provided was specific enough - thanks for considering.

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24 minutes ago, ebmar said:

custom one can't make it to DLGEditor's CamVidEffect list

Yeah all DLGEditor's references appear to be hard coded, not pulled from 2DAs dynamically.

25 minutes ago, ebmar said:

VidFX resets to int 0

Resets when? After saving via DLGEditor? Are you editing it in KGFF afterwards to change it back?

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24 minutes ago, DarthParametric said:

Resets when?

It resets in-game, and as a workaround it had to be forced by using EnableVideoEffect. The value inside the DLG refers to the custom one, which is why I asked if that's how it is in TSL [modding]. 🤔

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So it doesn't actually "reset", the game just reads it as row 0, i.e. VIDEO_EFFECT_SECURITY_CAMERA? What happens if you add additional copies of the row and choose higher numbers like 19, 20, etc?

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24 minutes ago, DarthParametric said:

...it doesn't actually "reset", the game just reads it as row 0, i.e. VIDEO_EFFECT_SECURITY_CAMERA?

Ah, that kind of make sense - like row limits and such. But how about it's working with default animations - that was previously assigned in the DLG [the NOD_NO one for example], and without having to force the VidFX with a script?

28 minutes ago, DarthParametric said:

What happens if you add additional copies of the row and choose higher numbers...

Interesting, I'll get an update for that later. Thank you for the input on that. :cheers:

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Row 18 only works with default anims that previously assigned in the DLG. Everytime I add and/or modify the anims either via DLG or script, it resets to int/row 0, in specifics node that calls the anim.

Update:

You were right about this, @DarthParametric --

Are you editing it in KGFF afterwards to change it back?

Apparently the value resets to 0 if the DLG loaded with the Editor, and it needs to be readjusted again with K-GFF. Dang, didn't thought of that possibility earlier. Said and done, many thanks for the assistance. Much appreciated. :cheers:

Update2:

Wait, but why it does not resets with default anims setup? Nah, I don't know then. At least there's a setup to overcomes that.

Edited by ebmar
Case closed. Either a user incompetence on working with the tools or something rather unknown

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Yeah, it resets only with nodes that gets modified, whichever the fields are. It doesn't with those that were not, even when they had int > 15 [if they were added previously with K-GFF], which is the max limit the Editor can read.

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