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They're killing me.

I don't think the developers are going to address something like that, considering it's not a bug and there are many other pressing issues.

But I hope someone makes a mod. I actually listened to some of the witty banter the first time, then when I hear the same exact conversation every single time I pass those characters, it just really sounds stupid and ridiculous.
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mbuddha: They're killing me.

I don't think the developers are going to address something like that, considering it's not a bug and there are many other pressing issues.

But I hope someone makes a mod. I actually listened to some of the witty banter the first time, then when I hear the same exact conversation every single time I pass those characters, it just really sounds stupid and ridiculous.
Yeah, this drives me crazy. I like to talk to everyone, until I realized that they all repeat the same things! They should have programmed it so you can't talk to *every* npc, but only ones that have something unique.

Also the background conversation is very repetitive. Dragon Age 2 has done this correctly (if nothing else)
The kids in Flotsam and Lobiden drove me nuts with their repeated lines.

"Why doth he have two swords, doth he tend to lose them?"
"Why doth he have two swords, doth he tend to lose them?"
"Why doth he have two swords, doth he tend to lose them?"
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Soylent: Also the background conversation is very repetitive. Dragon Age 2 has done this correctly (if nothing else)
It did? Did you miss the guy standing outside the Viscount's office for 8 years?

That aside, the background dialogs in this game do repeat far too often.
Yes, and this is something you don't start to fully notice until your second playthrough. For some reason, I never gave it much thought the first time. The same conversations and banter comments repeat ad infinitum every time you pass an NPC. The worst place to witness this is in Loredo's camp during the 'Indecent Proposal' quest - those damn guards sitting around the campfire cycle the exact same conversations (two of them, I think) all the time; I'm serious, it's not even 30 seconds in between each one. It's absolutely ridiculous, and I can't believe this is intentional. Something in the script must be missing; something that adds a cooldown between conversations and other banter, or at least something that prevents the same line to be played more than once per day or something. I refuse to believe this was a conscious design choice made by CDP, and it must simply be an oversight somewhere.

I've just started my seventh playthrough, and this problem started giving me a migraine a long, long time ago. This must be addressed.

On another, semi-related note, while the banter itself is really well-written, it does get weird at times. Chorab in Lobinden is scripted to tell a story to the other villagers (I think he has two of them: Adda, and where Lobinden got its name). What's causing a problem here, however, is when this conversation triggers without the villagers first gathering around the campfire, as they are supposed to. I've often ran through Lobinden to find Chorab either sitting on a bench on his own, talking to himself, or even hearing him tell his stories from inside his house! It's really silly, in a fun way, but I assume it might be related to the original issue. I'm ready to blame the same lack of a specific script, or some other bug/glitch in the coding.
I've got a solution for you: just play the game in polish!

You get an outlandish and fantasy field from playing the game in a language you know nothing about. You have the voice acting and pronunciation that’s probably closest to the book and you won’t get affected by these lines at all as you can’t make sense of them.

I did my first playthrough in English and the second in Polish and really liked the feel Polish dialogs gave to the game.
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baba264: I've got a solution for you: just play the game in polish!

You get an outlandish and fantasy field from playing the game in a language you know nothing about. You have the voice acting and pronunciation that’s probably closest to the book and you won’t get affected by these lines at all as you can’t make sense of them.

I did my first playthrough in English and the second in Polish and really liked the feel Polish dialogs gave to the game.
That would be a great idea if they had just shipped polish with my game.
I can choose from 4 (or 5?) languages but not polish, and seeing as that's the original language it makes no sense.

Sure, I can download the language pack, in theory, but even after the download manager debacle (failing several hundred times when I left it running overnight, though it successfully grabbed troll trouble), the bitrate when I started a download has been so low I haven't been willing to leave it running.
NPC conversations in TW2 are almost as bad as the ones about mudcrabs in Oblivion. Maybe not quite as bad because they are at least decently voice-acted, but still pretty bad.

My favorite cases in point so far:

- Crinfiend Reavers, talking over and over and over again about going into battle naked, even after I took away the medallion.
- The man who harasses the dwarven smith in Flotsam, every five minutes or less.
- The Lobinden storyteller, telling the story to thin air while sitting on the porch of his house.
- Finally, the armwresling champion in Lobinden, who talks to his mother even if she's not anywhere near. I initially thought he was bonkers, talking to someone in his head, until I accidentally pulled out a sword and scared his actual mother. She ran over to him, and I heard them have their full dialog properly for the first time.
The background conversations repeat wayyy too often.

Seems that something triggers these conversations because everytime I open the door to the whore part of the basement at Flotsam I get the same " Ever heard of doing it.......blah blah blah." It was funny the first time, jeez!

Would be cool if a mod could make this every 3-5 times you enter the area, instead of every single time. I know the devs want us to hear the voice acting they paid for and the funny stuff they wrote, but it definitely detracts from the immersion of these areas.
Could these settings have any effect on the frequency of those conversations?

[Constants]
; When agent can't find AP than CS will try to find it again after FIND_AP_AGAIN_TIMER seconds.
FIND_AP_AGAIN_TIMER=5.0

; Method OnTick() will be executed every TICK_TIMER seconds.
TICK_TIMER=1.0

; Agent stub simulation speed, the lower value, the faster agent
AGENT_STUB_SPEED=1.0

; The spawn point radius default value
SPAWN_POINT_RADIUS=5.0

; Maximum time for community tick (used in thread)
TICK_MAX_TIME=0.005

; Visibility system: spawn agent stub to NPC radius
VISIBILITY_SPAWN_RADIUS=40.0

; Visibility system: despawn NPC to agent stub radius
VISIBILITY_DESPAWN_RADIUS=60.0

; Visibility system: despawn NPC to agent stub radius when player is in community area
VISIBILITY_AREA_DESPAWN_RADIUS=30.0

; Visibility system: the player center will be shifted according to factor
VISIBILITY_CENTER_SHIFT_FACTOR=2.0

; Visibility system: if true, than changing visibility radius from gameplay is allowed
VISIBILITY_RADIUS_CHANGE_ENABLED=true

; NPC Snap to mesh while moving radius
SNAP_TO_MESH_RADIUS=40.0

; The limit of spawned NPCs
MAX_SPAWNED_NPC_LIMIT=300

; Timeout for the period of time we are willing to wait for the initial community
; to get spawned after a game is restored from a save
LOAD_TIMEOUT=10.0
Some mods from people doing voices for new conversations and comments might be cool.
They do repeat all the time. But I stopped paying attention to them so it wasn't an issue to me (except for one "Odriiiiiiiiiiiiin where are youuuu")
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Eoghain: Some mods from people doing voices for new conversations and comments might be cool.
I'd be all for actin' for it!
I agree that it's the frequency of the banter that needs to be reduced. I don't need to hear, " Wait till he drops his fucking guard!!" every 3 seconds in a tavern. Seems like an easy fix to me.
Or the fucking "plough em all" song guy haha.

Beats "I saw a mudcrab the other day," I guess.