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It's been well over 10 years since I played BG the very first time...the Tides of Numenera Kickstarter brought back all kinds of nostalgia for me over the IE games. So, when GOG recently had that amazing sale, I couldn't resist!

Anyway, I followed a guide on how to mod the game--install this and that before starting. As a result, I'm on BGT, playing BG widescreen with the much superior BG2 UI.

It's a minor thing, but it was one of the first things I noticed. Back when I first played through original BG, I remember you could click a party member excessively, and everyone had a few choice reactions to your abuse. Khalid would stutter something like, 'Click on someone your own size!' or something. I think all the IE games featured this.

I noticed that's no longer the case in BGT--no special annoyed sound bites! Where have they gone? Is running the game on the BG2 interface removed these little gems? Has one of the mods messed up the function?
This question / problem has been solved by Hickoryimage
They are still there. You have to go into Options >> Sound >> Character Sounds. Check the following:
Battle Cries
Character Movement Sounds
Command Sounds >> Seldom
Selection Sounds >> Always.
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Hickory: They are still there. You have to go into Options >> Sound >> Character Sounds. Check the following:
Battle Cries
Character Movement Sounds
Command Sounds >> Seldom
Selection Sounds >> Always.
Hey, thanks for the reply.

It didn't work for me, but--I noticed something odd.

I click on them lots (no special quip), but then their 'Command Sounds' (what they say after you tell them to move somewhere or something) are manifesting these quips. So if I put that as always, and then make them move to a different spot 5 or 6 times, they'll have that special sound bite.
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Hickory: They are still there. You have to go into Options >> Sound >> Character Sounds. Check the following:
Battle Cries
Character Movement Sounds
Command Sounds >> Seldom
Selection Sounds >> Always.
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cilantroll: Hey, thanks for the reply.

It didn't work for me, but--I noticed something odd.

I click on them lots (no special quip), but then their 'Command Sounds' (what they say after you tell them to move somewhere or something) are manifesting these quips. So if I put that as always, and then make them move to a different spot 5 or 6 times, they'll have that special sound bite.
That's correct, because character sounds (selection and command) come with one or more 'rare' sounds, only heard from time to time. Is that what you mean?
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cilantroll: Hey, thanks for the reply.

It didn't work for me, but--I noticed something odd.

I click on them lots (no special quip), but then their 'Command Sounds' (what they say after you tell them to move somewhere or something) are manifesting these quips. So if I put that as always, and then make them move to a different spot 5 or 6 times, they'll have that special sound bite.
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Hickory: That's correct, because character sounds (selection and command) come with one or more 'rare' sounds, only heard from time to time. Is that what you mean?
Not quite...it's an odd quirk.

Just out of curiosity, I started up BG vanilla. I can left-click a character's portrait about a dozen times, and they'll speak their special lines (ie, Imoen: 'Puffguts would always tell me a story.')

The game I'm playing is the GOG version with the BGT update. So, I'm running BG on the BG2 engine. Here, I can click the same character's portrait a hundred times, but nothing but the usual 3 or 4 'normal' lines are uttered. It's when I make them do something (such as walk) that they say everything. (ie, Imoen would only say the above, 'rare' line when issued an action).
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cilantroll: The game I'm playing is the GOG version with the BGT update.
Ah, that explains it. The creature files (and associated sounds) were not duplicated precisely in the BGT conversion. The BG2 engine is different than the BG1 engine, so I assume that is the reason. But if you check them with Near Infinity you will see that the sounds don't match -- TuTu is worse.
Post edited April 18, 2013 by Hickory
The sounds work ok for me in BGT (ie click too many times on Khalid and you get the "click on someone your own size") - the command sounds are different from the select sounds (giving Khalid a command might get him to say "If none are better" or something)

Sounds like the strings got mixed up so the wrong sound files are playing (if you engage subtitles at the bottom of the screen, do they match the voices for the commands?)

edit: Hickory seems to suggest the same, except that it's a problem with BGT - it's possible I'm remembering wrong but I don't think so.
Post edited April 18, 2013 by TrollumThinks
The sounds are there, but not precisely how they should be, because of the engine difference. Look at these two images (I don't have BGT installed currently, so I am giving the BG2 engine from TuTu as an example).

Imoen Vanilla
Imoen TuTu

You will see that not only are some of the sounds missing from the BG2 engine version, but more importantly study the format and you will see it's different. This is the issue.
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Hickory: The sounds are there, but not precisely how they should be, because of the engine difference. Look at these two images (I don't have BGT installed currently, so I am giving the BG2 engine from TuTu as an example).

Imoen Vanilla
Imoen TuTu

You will see that not only are some of the sounds missing from the BG2 engine version, but more importantly study the format and you will see it's different. This is the issue.
@Hickory
Nice sleuthing! I don't know how to get into the guts of the games myself, so thank you.

@Hickory & Trollum
So it's a TuTu/BGT thing? I wonder if there's a corresponding new variable the sounds can be 'rerouted.' Trollum, my subtitles match what they're saying, it's just that the 'rare' sound bites are not occurring with selection, but with command. I have all the same command sounds as you have for Khalid, but the 'Click on someone your own size!' is tacked onto these, after I've selected him about a dozen times.

Is it difficult to jump into the engine to move these things around?
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cilantroll: @Hickory
Nice sleuthing! I don't know how to get into the guts of the games myself, so thank you.

@Hickory & Trollum
So it's a TuTu/BGT thing? I wonder if there's a corresponding new variable the sounds can be 'rerouted.' Trollum, my subtitles match what they're saying, it's just that the 'rare' sound bites are not occurring with selection, but with command. I have all the same command sounds as you have for Khalid, but the 'Click on someone your own size!' is tacked onto these, after I've selected him about a dozen times.

Is it difficult to jump into the engine to move these things around?
Yes, it's a TuTu/BGT thing, and yes it's not simple to change things without a competent knowledge of editing either the creature files (which would require you start a new game), or a saved game, which requires tediously searching for the sound IDs and replacing them in each character you want to change. All this can be done with Near Infinity if you're comfortable poking around inside your save files -- not a good idea to do it with the creature files, as they often get overwritten by mods.
Post edited April 19, 2013 by Hickory
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cilantroll: @Hickory
Nice sleuthing! I don't know how to get into the guts of the games myself, so thank you.

@Hickory & Trollum
So it's a TuTu/BGT thing? I wonder if there's a corresponding new variable the sounds can be 'rerouted.' Trollum, my subtitles match what they're saying, it's just that the 'rare' sound bites are not occurring with selection, but with command. I have all the same command sounds as you have for Khalid, but the 'Click on someone your own size!' is tacked onto these, after I've selected him about a dozen times.

Is it difficult to jump into the engine to move these things around?
avatar
Hickory: Yes, it's a TuTu/BGT thing, and yes it's not simple to change things without a competent knowledge of editing either the creature files (which would require you start a new game), or a saved game, which requires tediously searching for the sound IDs and replacing them in each character you want to change. All this can be done with Near Infinity if you're comfortable poking around inside your save files -- not a good idea to do it with the creature files, as they often get overwritten by mods.
Too much trouble than it's worth, then. Oh well, it's not like it's a terrible loss (besides, the characters still have the rare clicks, just elsewhere). Thanks again.