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Combat Chatter v1.14.1
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.14.1/CombatChatter_1.14.1.zip)
On Nexus (https://www.nexusmods.com/starsector/mods/29)
Git repository (https://github.com/Histidine91/SS-CombatChatter)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0)
This simple mod lets ships in battle say some useful (and not-so-useful) things. Like so:
(http://i.imgur.com/r9nJR1S.png)
Changelog (https://github.com/Histidine91/SS-CombatChatter/wiki/Changelog)
Spoiler
## v1.14.1 (2024-02-18) ##
* Add some Sins of a Solar Empire and Jagged Alliance 3 characters: soase_tec_bb, soase_tec_carrier, soase_tec_colony, soase_tec_javelin, soase_tec_kodiak,
soase_tec_siege, soase_tec_support, soase_tec_titan, soase_tec_transport, ja3_flay, ja3_kalyna, ja3_livewire
* Expand some JA2 characters with their JA3 lines
* Add support for boss victory messages
* Characters can use $playerHonorific token in their lines
Thanks to Bjarl for the SoaSE characters and the new functionality.
## v1.14.0 (2023-11-18) ##
* Add dragonsdogma_pawn character compiled by atreg
* Implement a system where characters can reply to each other
* Message box draws while command UI is active
* Make hull damage and out-of-missile messages be almost always played
* Previously they could be blocked if too much talking was going on
* Automated ships with no AI core installed will not talk (warning messages and such will still appear)
* Add SotF Taken, LOST_SECTOR Enigma, and RAT abyssal factions to `noEnemyChatterFactions`
* Deep abyssal faction also gets intro splash
* Fix a couple of under-the-hood bugs
Console commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
PrintChatterChars: List all remembered officers and their current chatter character. Optional all arg: instead lists all characters that exist in the game.
SetChatterChar [officer name] [character ID]: Assigns the specified chatter character to the officer in the player fleet with the best match for the provided name. Note: Full name is searched first, then surname, then given name.
Configuration
chatterConfig.json lets you turn off low-value and/or ally chatter.
To add/modify lines and personalities, look in data/config/chatter. (Help with faction-specific chatter (https://github.com/Histidine91/SS-CombatChatter/wiki/Faction%20specific%20chatter))
For configuring fleet intros for your mod, see Fleet intros (https://github.com/Histidine91/SS-CombatChatter/wiki/Fleet-intros)
Ko-fi
(https://storage.ko-fi.com/cdn/kofi2.png?v=3) (https://ko-fi.com/R6R5Q52DU)
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This will be very helpful. i love it!
I can hear it now: "The hull has been breached, and the science is leaking OUT"
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Wow,it seems interesting!
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You make the spiritless universe lively.
Good job
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Now this is a very interesting utility mod. I wonder how the devs haven't thought of it so far.
Thou I would personally replace 'I' with 'we have' and 'we are' , because it's the crew talking not the ship, but thats a nitpick.
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Hmm, nice mod! Gonna try it...
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Ah; this is fantastic! I'd just begun implementing ship chatter in my mod yesterday, but it seems like it would probably make way more sense to use this.
Two quick questions, if I may: Is the JSON extensible via another mod? And would it be any work to add an optional sound argument, as I'm also using voice actors?
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Two quick questions, if I may: Is the JSON extensible via another mod? And would it be any work to add an optional sound argument, as I'm also using voice actors?
A "character" (personality) definition .json can't be partially modified, only overwritten (which AFAIK requires the mod in question to load after Combat Chatter, so BSG can't do it). New character definitions can be created and referenced in the .csv file (SS will merge copies from different mods), although I don't actually have support for using custom personalities yet.
For sound, you'd have to change the strings for each line to a JSONObject (with one key-value pair for the text and another for the sound), then modify the loader (https://bitbucket.org/Histidine/combat-chatter/src/f5695a9987e8de0812436ecdb7637291c32e764b/jars/src/org/histidine/chatter/combat/ChatterCombatPlugin.java?at=master&fileviewer=file-view-default#ChatterCombatPlugin.java-108) and character definition class (https://bitbucket.org/Histidine/combat-chatter/src/f5695a9987e8de0812436ecdb7637291c32e764b/jars/src/org/histidine/chatter/combat/ChatterCombatPlugin.java?at=master&fileviewer=file-view-default#ChatterCombatPlugin.java-533) accordingly. I'll probably implement this in a later version, but that won't be coming anytime soon I'm afraid.
If it makes things easier for you, feel free to copy the repo's code (https://bitbucket.org/Histidine/combat-chatter) into your mod and modify it :)
(just credit me in a comment header or somesuch for now, I'll probably put later versions of this mod under the MIT license)
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Fair enough. Thanks :) I'm not sure whether I'll take you up on your kind offer yet, but I'll bear it in mind.
Regardless of all that, I can't think of a reason why I'd ever play vanilla+ without this mod.
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A request for anyone who's interested in the feature: Would you like to contribute character files for the chatter?
Just make a copy of data/config/chatter/default.json or default_timid.json and alter the relevant fields. You can do files themed after certain nationalities or other groups, or based on real or fictional characters (e.g. I was doing part of an Arnold Schwarzenegger character). Not all the message types need to be filled, especially since most of them aren't used anyway, but it would be good to have some variety (at least 3-4 lines) for each type.
If I can get at least a few, that would help me get this stuff into the game, thanks!
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Here ya go :D
Make sure you convert it back from text to json because the forum doesnt accept json.
(you also might want to check the spelling?)
[attachment deleted by admin]
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Here we go:
Removed the line
It's time to kick ass and chew bubble gums.
from default.json and added it in default_aggressive.json.
I wasn't crazy enough when I did the aggressive ones, it seems. Someone might improve them.
[attachment deleted by admin]
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Extremely useful when trying to micromanage those suicidal frigates :D
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Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...
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Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...
Sometimes you just see 3 warnings in a row. 4th is the report saying the ship is disabled.
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This is exactly what I have been waiting for. Good job.
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Looks pretty much useful, I'll definitely try it. Good job!
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This is a pretty amazing utility mod. Not only it makes the whole fleet easier to command (you immediately know when one team-mate is in danger), but it also make them feel more "alive". It's still more about functionality than personality though. Eventually, i'd love to see some more random comments from my ships during battle.
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I've been looking for a mod like this for a pretty damn long time - awesome! Impressive work. :)
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If you have not done so already: for the next version, can you have near-death frigates report a breach in the starboard fusion chamber?
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If you have not done so already: for the next version, can you have near-death frigates report a breach in the starboard fusion chamber?
Pretty sure the config lets you do that yourself.
Unless it uses the same text for each scale of ship, in which case I suppose you can't.
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Nope, no filter for that.
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Request that you have seperate text for ship size. Capital class ships might well have an entirely different reaction that, say, fighters, after all.\
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Here is a file from a Gratuitous space battles Mod. While some most of it is ridiculous, it does at least show a bunch of events you might want to react to.
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=3887 (http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=3887)
[attachment deleted by admin]
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I can hear it now: "The hull has been breached, and the science is leaking OUT"
"In space, no one can hear you scream unless you're broadcasting on the right radio frequencies."
Now that this mod is here, it seems odd that it wasn't done earlier. Like, in Vanilla even.
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can you have near-death frigates report a breach in the starboard fusion chamber?
And never the port fusion chamber.
This mod is ingenious about such a simple idea. Best part is I can modify lines however I want! Wonderful wonderful mod and will try it out asap.
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Sorta makes me think of the battle chatter in games like Homeworld, S.P.A.Z and Gratuitous Space Battles. Looks pretty damn neat.
EDIT: Oh, i forgot to ask. Will/does the system define chatter differently based on crew skill, so green crew are more likely to speak in all caps with curses in their message, where as Vet or Elite crew are far more calm. (Eg, overload) So, a green's 'HOLY *** THE PANELS ARE SPARKING, I CANT DO ANYTHING!' to a regular's 'Overload! Get us out of here now!' and an Elite's calm 'They've overloaded us, repeat, ship overload in progress.'
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Here is a list of possible events you might want to react to.
Suggest allowing some variable arguments, like number from x-y, (possibly scaled based on ship size), Crew names (based on faction), and other stuff.
Flux (Shields are taking a beating, flux capaciters are half full already!) (Ah ****, That was not good for the shields, they won't take much more!)
Overload (flux capacitor 4 just lost containment! It needs replaced ASAP.) (Shield feedback just overloaded flux conduits 6 through 9!)
Venting (Venting Flux.)
Death (Get to the Escape pods!)
Vaporization (Overkilled so much that the ship is outright destroyed) (Get to th.... <Signal lost>)
Shockwave (from death explosion)
Phase shifting
Emp damage(We've got sparking consoles down here, must be an EMP.)
Engine damage (Our engines got knocked out of allignment, Repair team 6 to engine room!)
Weapon damage (The heavy mauler just took a hit and is jammed. Repair teams, get on that!)
Low ammo (Out of harpoons, I just fired my last one)
Low ammo weapon firing (Reaper torpedo, for example) (Firing Reaper!)
Armor (We have a breach in the starboard armor!)
Hullmod (If we didn't have Hardened shields, I doubt we could have survived that hit) (Good thing we got those Augmented engines. We wouldn't be able to retreat as easily without them.)
skill (Damage control teams! Get to work repairing the hull!) (Damage control level 10)
Skill (Fortress shield) (I'm INVINCIBLE) (Divert all power to the Shields!)
(High energy focus/Ammo Feed) (Full power to the weapons!)
Size (Fighters, for example, might use different statements.)
Engine hit (That hit knocked my engines out. I'm a sitting duck here!)
Death (from other fighter) "Charlie just got taken out!"
Vaporization "Charlie's fighter just disintegrated/came apart!"
Hit friendly
(Sorry,)
(Watch it!)
(Check your fields of fire!)
(What do you think you're doing?)
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Thanks for the contributions, people! (Though InventorRaccoon I think you attached the wrong file ;))
@Ranakastrasz: Some neat ideas. Though I don't want to clutter the screen with too many messages of low importance to the player; I disabled the pursuit messages for this reason.
Differentiating by ship size is probably too finely grained for the limited number of lines available at present, though I'll see how it goes.
Will/does the system define chatter differently based on crew skill, so green crew are more likely to speak in all caps with curses in their message, where as Vet or Elite crew are far more calm. (Eg, overload) So, a green's 'HOLY *** THE PANELS ARE SPARKING, I CANT DO ANYTHING!' to a regular's 'Overload! Get us out of here now!' and an Elite's calm 'They've overloaded us, repeat, ship overload in progress.'
Using crew level to help decide the character of officerless ships is a good idea. Putting it in, thanks :)
Now that this mod is here, it seems odd that it wasn't done earlier. Like, in Vanilla even.
Mods couldn't write to the upper-left message field until 0.7, though it does seem like a gap in the vanilla feature set.
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Thank you so much Histidine. Finally I will know when to kick some important ships out of battle, or know when they are in trouble. You are always helping players and even modders XD
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If possible I would like to be able to turn down/ off the frequency of certain lines/ events as I only want certain relevant lines relating to their hull levels. Well that and because vanilla combat HUD sucks (resources) and this mod makes it worse sadly...
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Yep. A config to disable specific events.
Possibly, if it were feasible, have two seperate message boards, (Not sure if possible) one with useful information, and one with flavor information.
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If possible I would like to be able to turn down/ off the frequency of certain lines/ events as I only want certain relevant lines relating to their hull levels. Well that and because vanilla combat HUD sucks (resources) and this mod makes it worse sadly...
chatterConfig.json -> idleChatter = false (blocks everything except hull and overload messages)
(maybe the variable needs renaming)
Might do a per-type message toggle later, but it strikes me as overkill.
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We've been getting lots of Christmas presents lately, so here's another:
Combat Chatter v1.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.1.zip)
Spoiler
(http://i.imgur.com/a2Kl4rR.jpg)
Probably still not enough characters to prevent frequent cases of people sounding the same, but that can get better with time.
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.1
* Persistent character configs for officers
* Crew XP can modify personality of officerless ships
* Chatter lines can play sounds (though none are used at present)
* Better interval handling to prevent repetitive chatter
* Overload messages are cyan
* Some low-priority message types are displayed as floating text
* Fix bonus weight for ships with officers
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The download link is to Steiner Foundation ;D
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Quick hotfix for a rather bizarre gameplay-affecting bug.
Combat Chatter v1.1b
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.1b.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.1b
* Fix floating chatter position, ships weirdly jerking around
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* Fix floating chatter position, ships weirdly jerking around
Glad to see you've endeavored not to be a jerk.
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Hey, I just realized the Commissar is in the dialog files. Awesome, it's beautiful! :D
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I just discovered Sunrider from poking around the dialogue lines. Pretty spiff game for being free if you're into the ol' fashioned Japanese space harem trope. Like Nadesico if the characters drank a few less energy drinks.
I'm tempted to put together SPAZ lines, but they're so random and generally related to zombies that I don't think they'd fit...
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I am not sure if I am doing anything wrong, I am unable to see any texts (chats) coming out from screen or any ships. I took screenshot of all mods I installed into my Starsector:
(http://s14.postimg.org/ombhsxw0x/image.jpg)
(http://s13.postimg.org/hqw4qm8h3/image.jpg)
(http://s14.postimg.org/hx4ycxaox/image.jpg)
Gameplay screenshot (Chatter lines not appearing anywhere in screen.)
(http://s9.postimg.org/kvbr9ptsb/screenshot003.png) (http://postimg.org/image/kvbr9ptsb/)
(http://s9.postimg.org/hczrdbswb/screenshot004.png) (http://postimg.org/image/hczrdbswb/)
(http://s9.postimg.org/hafvqhp8r/screenshot005.png) (http://postimg.org/image/hafvqhp8r/)
Just in case starsector.log is needed, here is link:
https://www.mediafire.com/?52fdjykm5rusd7f
I think This could be due to mods conflicting with each other?
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Im pretty sure the chatter only comes from allies and not your own ship
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Yeah, so you won't see any chatter if flying a solo ship.
I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.
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..."talking to yourself"....
Could be interesting, could have player dialogue when making orders. If you have the player able to set their own 'personality' that'd be alot of different dialogue.
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Could be from the perspective of random crew members - take a shot to the engines and someone from the engineering department freaks out, or maybe an incoming missiles warning. have been loosing blackrock ships consistently to random missiles i never saw coming. :'(
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Yeah, so you won't see any chatter if flying a solo ship.
I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.
I have idea about this solution:
We could select the specific traits that affects how our crew talks on our own ship. At character creation menu, you could add certain menu that allow you to pick any traits that you would like for your character to have. And If it is possible, ensure it is compatibility with SS+ and Nexerelin too.
And at the same time, you also could implement the crew reaction to any situations like allied ships does when taking damages. The type of chatters depends on the amount of rookie, veteran, and elite crew that included in your ship, just like allied ships (If I remember correctly if this feature is already implemented for allied ships. Please correct me if I am wrong though.)
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I didn't know how much i needed this mod until one of my ships started slowly dying. RIP carrier pilot, you will be missed forever.
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I'm tempted to put together SPAZ lines, but they're so random and generally related to zombies that I don't think they'd fit...
Would be good for fighting Tri-Tachyon, what with the science leaking out.
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Maybe add lines for when a ships ability is used. Say a Onslaught uses its burn drive, the commander would give a one liner pertaining the pain he is about to inflict on his enemies.
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Are there Orky lines for pirate/ballistic-heavy ships? Because there should be.
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What we need is the ability to somehow allow inane chatter, but also not loose out on important information. If only there was a way to have two or more outputs.
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I enjoy flavor-chatter above the ships in the battle ("Drive me closer! I want to hit them with my sword!"), but I think it would be nice to have the "battle notifications" be limited to important information only.
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Check your config JSON.
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I've changed the idle chatter config option so it relegates affected chat to the floating text instead of removing completely.
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I'm getting a game crashing error, it looks like it's maybe coming from your mod (or not, I'm no expert on starsector internals).
ava.lang.RuntimeException: Ship hull variant [exported_variant_brdy_desdinova_e4286165-589b-4029-9585-0a043d8ecb0d] not found!
at com.fs.starfarer.loading.super.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.getPointsForVariant(FleetFactoryV2.java:597)
at org.histidine.chatter.combat.ChatterCombatPlugin.pickRandomMemberFromList(ChatterCombatPlugin.java:461)
at org.histidine.chatter.combat.ChatterCombatPlugin.playIntroMessage(ChatterCombatPlugin.java:432)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:504)
at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Installed mods:
- Blackrock Drive Yards
- Combat Chatter
- LazyLib
- MusicLib
- Nexerelin
- ShaderLib
- Starsector Plus
- Version Checker
Version checker tells me they are all up to date.
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Spoiler
I'm getting a game crashing error, it looks like it's maybe coming from your mod (or not, I'm no expert on starsector internals).
ava.lang.RuntimeException: Ship hull variant [exported_variant_brdy_desdinova_e4286165-589b-4029-9585-0a043d8ecb0d] not found!
at com.fs.starfarer.loading.super.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.getPointsForVariant(FleetFactoryV2.java:597)
at org.histidine.chatter.combat.ChatterCombatPlugin.pickRandomMemberFromList(ChatterCombatPlugin.java:461)
at org.histidine.chatter.combat.ChatterCombatPlugin.playIntroMessage(ChatterCombatPlugin.java:432)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:504)
at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Installed mods:
- Blackrock Drive Yards
- Combat Chatter
- LazyLib
- MusicLib
- Nexerelin
- ShaderLib
- Starsector Plus
- Version Checker
Version checker tells me they are all up to date.
It can't find a ship variant from the mod Black rock drive yards, I suggest posting it there
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I've gotten that too even with vanilla ships, I think it might be a vanilla bug involving custom variants? Haven't cared enough to post about it or look into it further.
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I've disabled combat chatter and it stopped popping up for the last ~4 hours. Might be just luck though. I'll post if it happens again.
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Might have done more for this first, but since people are having a crash bug I may as well get the new update out ASAP.
Combat Chatter v1.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.2.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.2
* Add new characters: sunrider_icari, sunrider_sola, tf2_heavy
* idleChatter=false makes low-priority messages appear as floating text (instead of vanishing completely)
* Antispam for floating messages
* When picking a random ship for floating messages, exclude those not in view
* Allow custom dialog characters in missions
* Fix crash from failing to get variant (use own implementation of size point getter instead of FleetFactoryV2's)
* Fix long form overload messages not displaying properly
* Remove LazyLib requirement
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Thanks! =D
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Since Meso asked me to release this around the same time as new Nexerelin:
Combat Chatter v1.3.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.3.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.3.1
* Fix broken freespace_vasudan config
v1.3
* Add characters: ja2_biff, ja2_magic, ja2_miguel, freespace_human1, freespace_human2, freespace_vasudan
* When assigning characters to new player officers, avoid duplication with existing officers if possible (untested)
EDIT: Oops, one of the configs is broken. The 19 of you who already downloaded v1.3 will have to get the mod again or add the missing comma shown here (https://bitbucket.org/Histidine/combat-chatter/commits/99512613cd859295ca27c4dadc4d891ccceab695).
Sorry! :'(
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Rofl, quick catch though
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Update because why not (actually mostly because I want to fix Rags to Riches as well).
Combat Chatter v1.4
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.4.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.4
* Add death messages
* Add console commands: PrintChatterChars, SetChatterChar
* The latter can be used to change your officers' dialog. Syntax: setchatterchar [officer name] [chatter_char]
* Chatter character is always the last argument
* Officer name arguments are used as a single string, comparing to officers in fleet by full name first, then last name, then first name
* Add characters: ja2_steroid, ja2_fox
* Player ship can have chatter as well if set in config (default off)
* Save officers by UUID rather than hash (with reverse compatibility)
* Fix some character configs from previous version not being usable
* Fix II's Olympus missiles (TITAN, Apocalypse MIRV) having chatter
* Some line tweaks
* Update credits
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Aw man I liked imagining that the missile had a pilot
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Well then...
-----------
Spoiler
5335853 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.combat.entities.ship.A.G.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm not too sure myself, but eh, can you take a look into this?
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Anyone make custom pilot personalities? Some guys from a certain 4 leaf clover website made a few so far.
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I'd be down to give it a shot if I knew how...actually I'll go sift through the mod files real quick and check if I can.
edit: oh wow that's simple.
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Oh damn.... Just a line of text and I was right back to
this (https://www.youtube.com/watch?v=ohKLy59aDVw).
I wonder if I could come up with enough lines for a Ferengi module?
We'll make them an offer they can't refuse. Heheheh!
[e]
The answer is yes. Yes I can.
Spoiler
{
"name":"Ferengi",
"personalities":["cautious","steady"],
"gender":["m","n"],
"chance":0.5,
"talkativeness":1,
"lines":{
"start":[
{"text":"All set!"},
{"text":"We'll make them an offer they can't refuse. Heheheh!"},
{"text":"They won't trade with us, they won't even talk to us. Eh, we'll have to destroy' em."},
{"text":"Twenty bars of Latinum to the Dai-Mon who destroys that flagship!"}
],
"retreat":[
{"text":"Run! Save yourselves!"},
{"text":"This isn't looking very profitable, we shouldn't be here."}
],
"need_help":[
{"text":"This isn't going well, I need some help."},
{"text":"Five bars of Latinum to the Dai-Mon who stops this ship from shooting at me!"},
],
"pursuing":[
{"text":"Ahhahahaha! Run while you can!."},
{"text":"They're running away?"},
{"text":"They're getting away from us!"},
],
"running":[
{"text":"There is no profit here."}
{"text":"This was a bad idea."}
],
"hull_90":[
{"text":"We're under attack!"},
{"text":"I guess it's too late to hail them."},
],
"hull_50":[
{"text":"Uh oh, that sounded expensive."},
{"text":"The hull is damaged, this is gonna cost a fortune to repair."}
],
"hull_30":[
{"text":"AaaaaAAaaa! We're all gonna die!"},
{"text":"Structural failure! Get the Latinum to the life pods!"},
{"text":"This isn't what they promised it would be like..."}
],
"overload":[
{"text":"Systems overloaded! We need to buy better equipment."},
{"text":"Energy spike! Everythings down, we're gonna die!"}
],
"death":[
{"text":"NOOOOOOO!"},
{"text":"WHOAAAAAA!"},
{"text":"AAAAAAAAA!"},
],
"victory":[
{"text":"Victory! Our new strategy is working!"},
{"text":"We showed them!"},
{"text":"They underestimated us!"},
{"text":"All in a days work!"},
],
}
}
-
Just wanna pop in here and say nice mod. :)
-
I just had an idea, and i think it would be pretty handy to monitor the effectiveness of our allied ships.
Rather than having the usual "Bachi-bouzouk (Hound-class) Disabled" message. Would it be possible instead to have "Bachi-bouzouk (Hound-class) Disabled by Potato-salad (Wolf-class)"?
This would be cool to see whether our ships are doing their jobs or slacking in battle. Pretty handy to see if a particular loadout is working better than another, etc.
-
Anyone make custom pilot personalities? Some guys from a certain 4 leaf clover website made a few so far.
I was going to ask about this too, because I could think of a bunch myself.
-
I've developed two. The 'flyboy' is based off of several famous plot quotes. (Lets kick the tires) is Top Gun. :D (Can't hold 'em alone!) is the Viking pilot from Starcraft II.
The 'Cowfolk' is more like the guy in the Century Bomber from C&C Red Alert 3. (Just give us a target and we're on our way!)
Also, Great mod!! I laughed so hard when I saw a Seski with the Heavy's dialogue during a playthrough by Nemonaemo.
[attachment deleted by admin]
-
1) There's a hidden Order of the Stick reference in this mod.. ;D
2) @cjusa, how/where do you put those pilot chatter dialogue thingies?
-
I was wondering when someone would mention the OotS reference heh
2) @cjusa, how/where do you put those pilot chatter dialogue thingies?
Download the .txt files to Combat Chatter/data/config/chatter, change file extension to .json (set Windows Explorer to show file extensions if needed), add name (without extension) to characters.csv in the same folder.
-
Figure I may as well release a new version:
Combat Chatter v1.5
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.5.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.5
* Add new characters: cowfolk, flyboy, startrek_ferengi, sunrider_claude
* Faction-specific character support
* Fighter wings don't say death lines
* Remove hull size weighting for battle start/end chatter
* Add safety for a rare crash
For help with the new faction-specific chatter, see this page (https://bitbucket.org/Histidine/combat-chatter/wiki/Faction%20specific%20chatter)
-
startrek_ferengi
Haha, this sounds fun ;D
-
I'll miss my fighter wings yelling as they're obliterated, but so it goes.
-
This makes officers so much more charming in battles, I both love and hate when I see the same reckless officer charge in the middle of a shootout and then see a message asking for help seconds later.
I've also added lines to tf2_heavy and added a tf2_demo if you want to put them in.
[attachment deleted by admin]
-
This release finishes the last item on the todo list. Credit to MesoTroniK and tongo for most of the new characters.
Combat Chatter v1.6
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.6.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.6
* Add "out of missiles" messages
* Add new characters: default2, default_aggressive2, default_professional2, default2_timid, tf2_demo, crusader, robotic
* Additional tf2_heavy lines
* Don't say retreat message twice in an escape scenario
* Fix default_aggressive character not being used
* Some line/chance tweaks
-
Spoiler
{
"name":"klingon",
"personalities":["aggressive"],
"gender":["m","f","n"],
"chance":0.5,
"talkativeness":1,
"lines":{
"start":[
{"text":"We stand ready to attack."},
{"text":"Enemy Sighted!"},
{"text":"Ha! Mere target practice!"},
{"text":"Glorious victory awaits!"}
],
"retreat":[
{"text":"We WILL fight another day."},
{"text":"On our honour."}
],
"need_help":[
{"text":"We are surrounded by enemies! Keep firing!"},
{"text":"Join us in glorious battle!"},
],
"pursuing":[
{"text":"They are running in fear!"},
{"text":"Ha! They are afraid to die in battle!"},
{"text":"COWARDS!"},
{"text":"Let them run. Their cowardice will stalk them."},
],
"running":[
{"text":"The battle has soured!"}
],
"hull_90":[
{"text":"Interesting. Maybe they can fight after all."},
{"text":"Ah... The game is afoot!"},
],
"hull_50":[
{"text":"At last! A worthy adversary."},
{"text":"Impressive!"}
],
"hull_30":[
{"text":"Today is a good day to die!"},
{"text":"Sto'vo'kor awaits!"},
{"text":"There is no dishonour in death."}
],
"overload":[
{"text":"Systems not responding!"},
{"text":"Overload!"}
{"text":"*sounds of console being thumped repeatedly*"}
],
"death":[
{"text":"Qa'pla'!"},
{"text":"Sto'vo'kor!"},
{"text":"Filthy pa'taq!"},
],
"victory":[
{"text":"An easy victory!"},
{"text":"Another victory for the Empire!"},
{"text":"We have honoured our houses."},
],
}
}
-
"*sounds of console being thumped repeatedly*"
I don't know about you, but that made me chortle.
-
Fixed the Most Important character config being broken
Combat Chatter v1.6.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.6.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.6.1
* Add new characters: startrek_klingon, doom_comicguy
* Fix tf2_heavy not working
* Reduce repetition if a character only has 1-2 lines defined for a message type
* When failing to load character, error message says which one
-
I really need to issue my crew additional paddles.
...I had no idea they played such an integral part in interstellar combat :D.
-
startrek_klingon
Nice
-
Can I request a S.T.A.L.K.E.R. themed character with lines to suit my cheeki breeki needs?
I know I can change the lines in config, but I want the rest of the community to feel the cheeki breeki.
-
I would advise making the config yourself, and then submitting it to be used within the mod like many others have.
-
Hi there,
Just few word to say this mod is really immersive one, because it give live and feeling through our fleet ships :-)
Would it be possible to have somehow the voice over !? I think it would be great...
-
Hi there,
Just few word to say this mod is really immersive one, because it give live and feeling through our fleet ships :-)
Would it be possible to have somehow the voice over !? I think it would be great...
If that happens I volunteer myself as a voice actor. ;)
-
Hi there,
Just few word to say this mod is really immersive one, because it give live and feeling through our fleet ships :-)
Would it be possible to have somehow the voice over !? I think it would be great...
If that happens I volunteer myself as a voice actor. ;)
Me too. But then again, I don't want to record my own sci-fi death message. I'd probably hear it a lot thanks to factions such as the Templars or Exigency.
-
Hm, I didn't exactly have plans to go recruiting VAs, and while it'd be easier for the other-IP characters (for whom voice files already exist and are sometimes readily available) I imagine it'd be pretty awkward to suddenly hear e.g. Arnie going "Run! Run! Get to the chopper!"
But if people are sending me sound samples and I decide I like them, well, we'l see!
-
Hm, I didn't exactly have plans to go recruiting VAs, and while it'd be easier for the other-IP characters (for whom voice files already exist and are sometimes readily available) I imagine it'd be pretty awkward to suddenly hear e.g. Arnie going "Run! Run! Get to the chopper!"
But if people are sending me sound samples and I decide I like them, well, we'l see!
Just imagine a Frigate captain saying "battlecruiser operational" or something.
-
Ok you may not really need Voice Actors... I wasn't thinking about this before posting my first proposal above... but there is another way that is also used for an epic space game : Elite Dangerous
So for the example if you are familiar with the game you may already know voice attack that is used to add some immersive AI voice recognition AND answers made with synthetic voice... that's the point... and it could be easily use to set a full set of epic voice message ;-)
Here a live example from ASTRA within a lot of other existing ones (not from my own game) :
https://www.youtube.com/watch?v=s4QkltClArw
Forget voice attack but just keep in mind synthetic voice that could be record in short voice file message... to be played in the game ;-)
Here some examples : http://www.acapela-group.com/voices/demo/
-
Because the newfound silence in 0.8 was too depressing:
Combat Chatter v1.7
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.7
* Starsector 0.8 compatibility
* Add new characters: darklord, sc2_tychus, mr-t
* Add disabled character (can be enabled in config): foulmouth
* Add tagging system for disabling characters
* Add faction tag for DME
* Implement user-facing names for character
* Tweak some existing lines
-
Huzzah!
-
awesome, thank you!
-
Yay! AI captain personality will help the long voyages to find [REDACTED FOR YOUR HEALTH].
-
Thanks for updating this!
-
I'm using Java 8 so this report might be a little suspect until double-checked by someone else, but combat chatter consistently crashes for me whenever I start the Surrounded mission (the one where you start with a station).
At a guess, there's no lines for stations or something?
-
I'm using Java 8 so this report might be a little suspect until double-checked by someone else, but combat chatter consistently crashes for me whenever I start the Surrounded mission (the one where you start with a station).
At a guess, there's no lines for stations or something?
I think this is a bug with Chatter and not Java 8
-
This fixes the crash with the Raccoon Arms Pack mission, among other things.
Combat Chatter v1.7.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.7.1
* Station modules do not have chatter
* Enable reckless personality for some characters
* Fix crash when a ship has no ship system
* Update some faction-related definition stuff
-
This is the first mod I'm installing in 0.8. I managed to forget how much difference it makes.
-
Hi Histadine, this isn't a complaint, but I am curious as I am a bit new to your mod- when one of my ships ran out of rockets, it called out "holy arrows depleted!".
I was curious, is this language inspired by something else in the game? I was sort of surprised by it? Again, not a complaint, I trust your decision, I'm just interested in context.
-
Hi Histadine, this isn't a complaint, but I am curious as I am a bit new to your mod- when one of my ships ran out of rockets, it called out "holy arrows depleted!".
I was curious, is this language inspired by something else in the game? I was sort of surprised by it? Again, not a complaint, I trust your decision, I'm just interested in context.
That's the "crusader" line set. It's not based on anything in particular beyond what the name implies, I just thew together a bunch of "christianese" and parodies thereof (including a Monty Python reference).
-
Oh I see, so does each ship get like a particular set? How does that work?
-
Oh I see, so does each ship get like a particular set? How does that work?
IIRC, each ship gets what is effectively a "personality" and grabs appropriate phrases that match it.
-
cool! Thanks
-
I changed but I still don't get idle chatter in the message field.
-
Hmm, that variable name is rather misleading and I'll change it. Having it true (which is the default) enables certain chatter types (start, retreat, victory, ship death) to appear in the message area instead of only as floating text above the ship. There's no true idle chatter* in the mod.
*As a rule ships are never really idle in SS anyway in the sense of an RTS unit sitting around, unless the enemy is already wiped out (or the AI is disabled with devmode).
-
It would be cool if this mod could replace the standard peak-performance notifications. Something like "The ship isn't built for this..."
-
Hi, is the Combat Chatter compatible with 0.8.1, or does it have to be updated?
-
Hi, is the Combat Chatter compatible with 0.8.1, or does it have to be updated?
The current version works fine for me in 0.8.1.
-
Some extra stuff:
Combat Chatter v1.7.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.2.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.7.2
* Add lines for mothership/station battles to some characters
* Add new characters: bender, luddfanatic, operative1
* Some other line changes
* Misc. fixes/adjustments
-
I really enjoy this mod, it helps add flavor to the Sector by making it feel more like there are actual people on every ship.
-
Heh, I was wondering why my ships were speaking like Icari and Ava, and then I remembered Histidine has a Sunrider display picture too.
-
I'm abit confused on the difference between the two options for lowimportancechatter....
Do i... set it to true *if* i want to see more chatter? or should it be false...?
???
-
How does one go about creating more characters for Combat Chatter?
-
I'm abit confused on the difference between the two options for lowimportancechatter....
Do i... set it to true *if* i want to see more chatter? or should it be false...?
Really late response (sorry!), but: true (default) has some stuff (battle start/end messages, death) appearing in the message field. False means it can only appear as text above a ship (like the pursuit/need help messages do).
So leave it as true for "more chatter".
How does one go about creating more characters for Combat Chatter?
- Make a chatter "character" file in Combat Chatter/data/config/chatter/characters (easiest to copy the default one and edit it)
- Add to characters.csv, found one folder up
- Optional: Add entries to character_factions.csv, see this page (https://bitbucket.org/Histidine/combat-chatter/wiki/Faction%20specific%20chatter) for details
If you think others might want it, feel free to post in this thread and I can add it to the mod.
-
Thanks mate o7
-
Suggestion for next characters:
Minsc (Baldur's Gate I/II)
Holly (Red Dwarf)
Rimmer (Red Dwarf)
O'Neill (Stargate SG-1)
-
...
Holly (Red Dwarf)
Rimmer (Red Dwarf)
...
Oh man yes please. :D
-
As much as I enjoy the crossover characters and have submitted some configs for the mod with such personalities that were implemented...
I wish folks would create additional original character configs! I have made a good number of those that got integrated with the mod, and make it a point to make one or two new ones least every few months :)
-
What about everyone's favorite greenskins?
Spoiler
40K Orks for those who are wondering
-
As much as I enjoy the crossover characters and have submitted some configs for the mod with such personalities that were implemented...
I wish folks would create additional original character configs! I have made a good number of those that got integrated with the mod, and make it a point to make one or two new ones least every few months :)
Speaking of which, I've got one or two I've been sitting on. I'll polish them this week.
-
Small update.
Combat Chatter v1.7.3
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.3.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.7.3
* Add characters: alien1, badass, gentleman, madbastard
* Add boss lines for foulmouth
* Fix Tyrador pod-launched drones having chatter
-
* Add characters: alien1, badass, gentleman, madbastard
You glorious person you. <3
-
Would it be possible to add a config option to enablre rare special voices on thing that are not supposed to be crewed?
I mean, i'm not the only one that wants the Olympus being accidentally crewed by T.J. "King" Kong?
-
Small update.
Combat Chatter v1.7.3
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.7.3.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.7.3
* Add characters: alien1, badass, gentleman, madbastard
* Add boss lines for foulmouth
* Fix Tyrador pod-launched drones having chatter
Wait...the drones no longer have chatter? NOOOO YOU MONSTER! How could you do this to poor old Nemo!? ;_;
-
Some more chatter, and a mildly important bugfix.
Combat Chatter v1.8
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.8.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.8
* (Mostly) Working 'engage' chatter
* Add character: sunrider_kryska
* Fix boss message incorrectly playing against Arsenal Expansion's Lasher Duelist
* Line, other tweaks
EDIT: Forgot to change the version number in modinfo. Fixed in the new download; if you already downloaded earlier you can just change the version number in Combat Chatter/mod_info.json.
-
Combat Chatter v1.9
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.9
* Add characters: acvd_bluemagnolia, bountyhunter, dow_davianthule, dow_lukasalexander, dow2_diomedes, kw_flametank, tt_medusa, uaw_founder, uaw_kamalrex, uaw_orlok
* Thanks to AxleMC131 and [REDACTED] Element for most of these
* Fighters not limited to default-type configs
* PrintChatterChars console command can also list all loaded characters
* dow2_commissar gets more lines
* Some faction compatibility fixes/updates
Spoiler
https://www.youtube.com/watch?v=LNK5-uE5JFg
-
Glorious
-
Based Update.
IT IZ TEH BANEBLAADE !
I remember Universe At War, but at the time my old computer could not run it properly. Is it any good nowadays?
-
Based Update.
IT IZ TEH BANEBLAADE !
I remember Universe At War, but at the time my old computer could not run it properly. Is it any good nowadays?
Haven't played UAW in a long time but was one of my favourite games.
Keeping on topic, I might get this latest Combat Chatter update. Of course, this also means passing on more of the characters made onto that one as well, and further expanding the inventory.
-
Note: I forgot to update the link in the new post like a fool (OP link was correct), so if you downloaded a zip that says '1.8', click the link again. (Or Version Checker will now inform you of the outdatedness)
-
Seriously?
796182 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at org.histidine.chatter.scripts.ChatterModPlugin.onGameLoad(ChatterModPlugin.java:15)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Error loading [data/config/chatter/characters/dow_davianthule.json] resource, not found in [C:\Starsector\starsector-core\..\mods\DynaSector,C:\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4.12a,C:\Starsector\starsector-core\..\mods\Combat Chatter,C:\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Starsector\starsector-core\..\mods\DisassembleReassemble_v1.3.1,C:\Starsector\starsector-core\..\mods\GladiatorSociety,C:\Starsector\starsector-core\..\mods\LazyLib,C:\Starsector\starsector-core\..\mods\Mayasuran Navy,C:\Starsector\starsector-core\..\mods\Nexerelin,C:\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Starsector\starsector-core\..\mods\Sylphon,C:\Starsector\starsector-core\..\mods\Templars,C:\Starsector\starsector-core\..\mods\Underworld,C:\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.?00000(Unknown Source)
at com.fs.util.Object.?00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at org.histidine.chatter.ChatterDataManager.loadCharacters(ChatterDataManager.java:119)
at org.histidine.chatter.ChatterDataManager.<clinit>(ChatterDataManager.java:60)
... 14 more
-
If you've noticed your fighters are all the same person, grab this update.
Combat Chatter v1.9.1
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.9.1
* Fix handling of fighter characters in campaign
* Fix for boss ship check
* Better error logging for certain load failure cases (e.g. file missing)
* Some line tweaks
-
Say my flagship (player-controlled) has fighter wings on it. How would I go about changing the "voicepack" / chatterchar for those fighters?
For example, my drones currently sound like reckless Freespace pilots, but I want to change them to Robotic.
Unfortunately, I cannot seem to target fighter wings with the "setchatterchar" console command.
-
Say my flagship (player-controlled) has fighter wings on it. How would I go about changing the "voicepack" / chatterchar for those fighters?
For example, my drones currently sound like reckless Freespace pilots, but I want to change them to Robotic.
Unfortunately, I cannot seem to target fighter wings with the "setchatterchar" console command.
You can't set chars for fighters unfortunately, they always pick a new random character on each battle.
I'd have to implement a way to track fighter wings (or rather, assume that wing X in ship's A slot N is always the same captain, AFAICT the current API won't let me track it if it moves elsewhere), and then figure out how to specify which wing is having its character set within the console command, or else design a new dialog for it. So it's currently not likely to happen. Sorry!
(...Hmm, I could allow setting fighter characters on a per-type basis though, e.g. all Talons have one character)
-
Starsector 0.9 compatibility update
Combat Chatter v1.9.2
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.2.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.9.2
* Starsector v0.9 compatibility
* SetChatterChar command works if player name is entered; prints error message when specifying invalid character
-
god bless your tiny heart
-
Thanks for updating to v0.9a Histidine.
Currently running on RC10 with a WIP / dev version of LazyWizard's Console Commands (Commit #7009385 I believe?).
Invoking any of the Combat Chatter related commands (either SetChatterChar or PrintChatterChars <arg> causes an immediate CTD.
I don't have the full starsector.log, but the last I saw, it said something about those commands not existing?
Though again, that's probably due to me using a WIP / dev version of the console.
Typing help SetChatterChar or help PrintChatterChars still displays the relevant help instructions without crashing, however.
-
Ah, seems I needed to recompile with the newest version of Console Commands. Thanks for the report!
Combat Chatter v1.9.2b
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.2b.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.9.2b
* Fix console commands crash
* Faction-specific character picking off by default
* Fix typo with foulmouth character
-
Had a crash about 1hr into today's stream? Combat had just ended and was about to re-engage?
3154481 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.histidine.chatter.combat.ChatterCombatPlugin.pickRandomMemberFromList(ChatterCombatPlugin.java:495)
at org.histidine.chatter.combat.ChatterCombatPlugin.playIntroMessage(ChatterCombatPlugin.java:465)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:548)
at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Huh, combat engine's fleet manager can be null? That's quite unexpected behavior.
Well, I've added a safety for it for next version. For the purposes of avoiding embarrassing on-stream crashes, put this .jar (https://www.dropbox.com/s/rwy4sg1ww33p3xa/CombatChatter.jar?dl=0) in Combat Chatter/jars.
-
Fixed a crash some people were having.
Combat Chatter v1.9.2c
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.2c.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.9.2c
* Some console commands now usable in combat
* Smarter detection of which ship is the player's
* Fix a rare crash
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Great Mod. Thank you
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This mod is quite useful, I feel much more aware of how my bro's are doing. Thanks man
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I got a crash on re-engaging with a few pirate fleets attacking an allied station
1927847 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:657)
at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Update to increment the Starsector version number (and fix a crash).
Combat Chatter v1.9.2d
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.2d.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.9.2d
* Add character: ja2_conrad
* Add ClearChatterChars command
* Characters have a higher chance to be picked if they only have 1-2 allowed personalities
* Fix a rare crash
* Dialog tweaks
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I just wanted to thank Histidine for making this wonderful mod. And especially for using lines from Jagged Alliance 2 which might be my favorite game of all time. I've been playing it since 1999 and its modding community used to be a sight to behold. Reminds me a lot of this community in the best sense, to be honest.
So thank you for your outstanding work, Ace!
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Would it to possible to add sounds/voice chatter into it?
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I just wanted to thank Histidine for making this wonderful mod. And especially for using lines from Jagged Alliance 2 which might be my favorite game of all time. I've been playing it since 1999 and its modding community used to be a sight to behold. Reminds me a lot of this community in the best sense, to be honest.
So thank you for your outstanding work, Ace!
;D
Would it to possible to add sounds/voice chatter into it?
It can be done (in current version) with some edits to the character files.
I don't plan on adding any voice files to the official version though, for several reasons.
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Would it to possible to add sounds/voice chatter into it?
It can be done (in current version) with some edits to the character files.
I don't plan on adding any voice files to the official version though, for several reasons.
Can you share any advice how to do it?
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Would it to possible to add sounds/voice chatter into it?
It can be done (in current version) with some edits to the character files.
I don't plan on adding any voice files to the official version though, for several reasons.
Can you share any advice how to do it?
Change the lines in the character configs to reference the sound files, like so:
"start":[
{"text":"Text that gets displayed", "sound":"ui_sound_id_in_sounds.json"},
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Hmm...wonderful.
How about displaying the officer portrait if available?
Possibly even assigning a personality to an officer? (much mroe complicated)
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I don't know if im missing something obvious (although knowing me, I just might be) But is there a way to see the enemy combat chatter? ive been looking around the mod-section and just can't seem to find any sort of answer.
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I don't think so.
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Possibly even assigning a personality to an officer? (much mroe complicated)
Officers already have personalities assigned to them, depending on their gender, their combat personality (timid, cautious, steady, aggressive, or reckless), and a weighted number. All of this is determined by values assigned in the .json files for each personality.
I believe you can make your own personality files by copying a personality file, giving it the name of your choice, and then filling in all the information (gender, tags, talkativeness, etc.) Once you're done with that, then add the personality file to the "characters" spreadsheet (I think).
I don't know if it's possible to change an officer's personality, however.
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Thanks for the mod!
P.S.: Sola is best girl
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Very nice mod, specially in space where people are barely heard outside of communications.
It reminds me that I have a crew on a ship I dispatched on a unsuitable ship that's about to die and lets me recall them for retreat before they blow up.
Hard to notice in the middle of a mess that's a space combat with ships everywhere.
It also makes me remember that we desperately need a customization recruitment mod, but sometimes it's just fun to encounter a chance of random alien characters.
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Wow, has it been almost a year since the last update?
The new trial feature in this release is a message box that serves as an additional location to display (some) floater messages, including from ships out of player sight. Example:
(https://i.imgur.com/l02KqUG.jpg)
If you find you dislike it, it can be turned off in chatterConfig.json.
Combat Chatter v1.9.3
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.3.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
* Some floater text is now also displayed in a message area on right
* Can be disabled in config
* "Running" state dialog now used when ship is retreating
* Add FNV character collection compiled by AzyWng
* Add character: acecombat_torres
* Add config multiplier to make gender-specific characters more likely to be picked
* Mod requires LazyLib again
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Thanks for this mod ! It's really helpful.
But there's a small "bug" with it (or with "Version Checker"): Version Checker think that 1.9.2d is the latest version
(See attachment)
[attachment deleted by admin]
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But there's a small "bug" with it (or with "Version Checker"): Version Checker think that 1.9.2d is the latest version
Oops, forgot to update the version file on website. Fixed, thanks!
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Hello, really enjoying your mod and I've used it for a bit with no issues but I now have a repeatable crash when I go into battle. Here is the crash from the log:
225085 [Thread-8] INFO sound.oo0O - Cleaning up music with id [steel_rain.ogg]
225314 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Parameter specified as non-null is null: method org.lazywizard.lazylib.ui.LazyFont.createText, parameter text
java.lang.IllegalArgumentException: Parameter specified as non-null is null: method org.lazywizard.lazylib.ui.LazyFont.createText, parameter text
at org.lazywizard.lazylib.ui.LazyFont.createText(LazyFont.kt)
at org.lazywizard.lazylib.ui.LazyFont.createText$default(LazyFont.kt:364)
at org.lazywizard.lazylib.ui.LazyFont.createText(LazyFont.kt)
at org.histidine.chatter.combat.ChatterCombatPlugin.drawMessage(.java:902)
at org.histidine.chatter.combat.ChatterCombatPlugin.drawMessages(ChatterCombatPlugin.java:960)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:643)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
225367 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Spacer15Seconds.ogg]
I run with several mods alongside yours but the error specifically mentions "ChatterCombatPlugin" which I assume is from your mod. Any help would be appreciated.
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Hmm. Do you have any ships with no name (name field is empty in refit screen)? Have you installed any untranslated Chinese mods, or otherwise modified the game's fonts?
As a workaround you can open chatterConfig.json in the mod folder and disable the chatterBox setting.
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OK I checked and all my ships have names. I only use mods from here, no chineses ones installed that I am aware of. While I was doing that I realized this happened after I picked up a Reinforcer (D) Class ship from the Galaxy Tiger faction mod. I resarted the fight with it not in the mix and no crash. I saved, started another fight with a Remnant fleet and I get the crash. I aplogize for not having realized this earlier but I believe it may me an interaction between your mod and the ship from that mod. I will bring it to thier attention and see if it is repeatable.
Thank you for looking into it
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Update to go with the Nexerelin one.
Combat Chatter v1.9.4
Download (https://bitbucket.org/Histidine/combat-chatter/downloads/CombatChatter_1.9.4.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
* Add characters compiled by MShadowy: starfox_andross, starfox_area6, starfox_mechbeth, dd_narrator
* Add/modify some lines for acecombat_torres
* Add optional "officer mode" setting for chat box
* Add handling for force-picking specific chatter characters based on officer's name
* Disable chatter for fighter-sized "ships" (mod compatibility)
* Fix potential loading bug when CSVs have empty rows
* Move chatter box font settings to config
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Update to go with the Nexerelin one.
sorry to be a bother, but i really need that font size to work for the ships...i have max zoom at 8 and although i like to use it sometimes i'm mostly around level 4 for zoom and i have a really hard time spotting the popup text above a ship. i've tried increasing the font size to 100 to test (i've steadily increased the number over time) and it's just not working.
(i've also disabled the left side box because i don't want chatter to happen except for the ships i am interested in looking at - the other off screen info comes up in the left hand box anyways)
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The font settings are only for the chat box. There's no setting for the popups above ships, although I could add one.
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The font settings are only for the chat box. There's no setting for the popups above ships, although I could add one.
oh thank goodness, i thought you were going to say it's hardcoded. i do hope others express interest. i'm surprised noone's asked you about it all this time - especially those who've adjusted the 'zoom' setting ingame upwards to something like what that tournament youtuber displays. (obviously it would be a bit silly to see 100 size fonts at max zoom, but if you check it out they're really hard to see at anything more than the official alex sanctioned max zoom.)
I do appreciate you adding that chat box on the right. although it's not for me (feels like too much clutter with both left and right spamming away; i like the roleplay aspect of seeing chatter of those i'm actually interested in having onscreen), i do realize having off screen chatter show up in that box you recently added is very useful to others who don't share my perspective. thanks =)
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Appreciate the update. Are the Star Fox character lines just a random personality that can be picked like any ohther?
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They are, yep.
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Incrementing the version number a bit more this time (honestly it should have happened with v1.9.3 as well)
Combat Chatter v1.10
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/release_1.10/CombatChatter_1.10.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.10
* Add option for enemy chatter
* Add characters: acecombat_count, blood_caleb, drunk_gopnik, gentleman2, knight_of_ludd
* Thanks to Avanitia for a bunch of these
* darklord character no longer available for steady officers
* Add font size setting for floater text to settings.json
* Improve assignment of default characters for officer-less ships
* PrintChatterChars command: Add battle arg (prints characters for all ships in current battle), fix handling in simulations and menu battles
* Fix Version Checker support (moved version file to GitHub)
* Fix some cases where box chatter printed invalid characters due to smart quotes
* Update faction tags file a bit
* Remove some debug messages
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w00t w00t! oooo and enemy chatter too? sweet...i want to hear them beg for their pathetic lives!! muhahaha muhahaha
WAAAAAIIIIT... you mean v2.10? *giggles* (imagines the poor mod author screaming "DAMNIT!")
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Quick update for better handling of enemy chatter.
Combat Chatter v1.10.1
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/release_1.10.1/CombatChatter_1.10.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.10.1
* Enemy chatter fixes/improvements
* Add antispam for chatter of enemies (and default officers)
* Add Blade Breakers and HMI's Mess factions to no-enemy-chatter list
* Fix enemy death messages
* Fix enemies being used for battle start/victory chatter
* Character load failure throws an exception rather than just printing to log
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For some reason, floating text chatter won't show up in combat. I've only got this mod and LazyLib enabled and there's no in-battle text, only the text that shows up when ships get damaged. I've tested with the chatter box, which is working fine, but still no floating text.
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For some reason, floating text chatter won't show up in combat. I've only got this mod and LazyLib enabled and there's no in-battle text, only the text that shows up when ships get damaged. I've tested with the chatter box, which is working fine, but still no floating text.
Do you see the vanilla floating texts (weapons and engines disabled/repaired, etc.)? If not, look in the settings menu.
Try running this command in console during combat and see if it writes anything on your ship:
runcode ShipAPI ship = Global.getCombatEngine().getPlayerShip();
Global.getCombatEngine().addFloatingText(ship.getLocation(), "big text", 48, Color.WHITE, ship, 0, 0);
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Do you see the vanilla floating texts (weapons and engines disabled/repaired, etc.)? If not, look in the settings menu.
Ah, that was why. I had that disabled because I thought it added a little too much visual clutter. I can see the floating text now, thank you.
On a side note, I feels like there isn't enough variety for the default lines, so thank you for also making it easy to add new characters.
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"You, solely, are responsible for this."
Spoiler
(https://i.imgur.com/KjKWpQ3.jpg)
Note: The mod now requires MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0).
Combat Chatter v1.11
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/release_1.11/CombatChatter_1.11.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.11
* Mod now requires MagicLib!
* Add Project Wingman-style intros for some fleet types
* Will only appear if fleet is not significantly weaker than player
* [post-beta] Added configuration settings to MagicLib's `modSettings.json` and to `strings.json`; added sound
* New characters: ace, Generals pack
* Add Domain Resurgent to no-enemy-chatter factions
* Hulls with `no_combat_chatter` tag are automatically ignored
* Update hull/ship name prefix lists
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Thank you for including the option to restrict othermedia chatter!
That might've been an option before this update but it was this update that brought the option to my attention, so.
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Marking as Starsector 0.95 compatible.
Combat Chatter v1.11.1
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/release_1.11.1/CombatChatter_1.11.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.11.1
* Mark as Starsector 0.95 compatible, configure dependencies
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I registered to the forum just to say that this mod is just the best and IMO should be in the base game. I absolutely love the chatter - makes the world feel so much more alive, and makes me care more about my officers. :) When I installed the new 0.95-version, I didn't have this mod yet, and the silence was just so strange! It seems I cannot anymore play without this.
So, thank you for making this mod!
(Also, if someone who sees this msg knows other similar mods that improve the RPG side of things, I'm all ears..! I noticed Starship Legends as something I need to look into.
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Is there a way to make the bossfight splash more common, or just force it for more fleets? I really love it and would like to see it more often.
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I registered to the forum just to say that this mod is just the best and IMO should be in the base game. I absolutely love the chatter - makes the world feel so much more alive, and makes me care more about my officers. :) When I installed the new 0.95-version, I didn't have this mod yet, and the silence was just so strange! It seems I cannot anymore play without this.
So, thank you for making this mod!
Thanks, glad you like it!
Is there a way to make the bossfight splash more common, or just force it for more fleets? I really love it and would like to see it more often.
You can add more fleet types to the fleet type list in chatterConfig.json; patrolLarge might be a good one.
The strength check (fleet must be at least 0.8x the player fleet's strength, or 0.6x if it's a station) is hardcoded though.
(Also a mod that creates a fleet can enforce and customize the intro for that fleet, see here (https://github.com/Histidine91/SS-CombatChatter/wiki/Fleet-intros))
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Is there customization/documentation of the into splash availability? I'm not sure what the conditions are for the splash to appear.
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If you haven't played Wasteland 3 yet, the various voiced lines for the player-designed Rangers in that game have some good dialogue that would work well in this mod. My personal favorite one being "I'd gloat, but you're all dead!" said by the "Smartass" archetype character after winning a fight.
Also, I'd like to say excellent job on the Luddite Fanatic voice. It's my absolute favorite, and I make it my mission to find a reckless Luddie officer with that voice and stick them in a Legion XIV armed with Hammer Barrages and Perdition bombers.
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The mod is excellent. Thank you.
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I like this mod a lot - a huge thank you to the dev! (The only thing that seemed unusual was officers spelling out full sentences in the middle of combat -- this was unusual even to my non-native-speaker eye)
Any chance of a bad-language sub-mod? With some funny/clever swearing?
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Thanks for the compliments, fellas!
Is there customization/documentation of the into splash availability? I'm not sure what the conditions are for the splash to appear.
If you haven't already, see the link in the post above yours :)
Any chance of a bad-language sub-mod? With some funny/clever swearing?
There's one existing character in that regard (named 'foulmouth'), can be enabled by removing the profanity tag from the config file's disallowedTags list.
Don't have any others to add though.
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hey histi, thanks for making this mod. its great
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Oh my god I got the Darkest Dungeon narrator on a modded ship that was a WH40K recolor and it's the best thing ever! I played DD for about 6 months and I just had to come over here and say thank you for the mod! Hahaha ;D
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Added a few things.
Combat Chatter v1.11.2
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.11.2/CombatChatter_1.11.2.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.11.2
* Fleet intros can have a static effect
* Intros for Guardian and 0.95's special ships
* Add characters: pw_crimson1, pw_prez
* Console command to set character works for AI core captains
* Set intro splash name for person bounty fleets to the target person's name (can be toggled in settings.json)
* Fix a potential error when using SetChatterChar in campaign
* Intro splash: Fix text height autoscaling for fleet name
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Really nice! I'll pick this up real quick!
Thank you for providing amazing immersion to all my campaigns which had the pleasure of having this mod in the folder by the way. It's a compliment that is long overdue but it's better late than never ::)
Spoiler
(https://i.imgur.com/dH2k4EK.png)
Edit: It's likely I've referred to you as "Hindistein" in some of my replies. Sorry :P
Edit 2: I've actually looked up Hindistein on google translate and it's actually a Turkish word for India. #TheMoreYouKnow
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I'm really not super anal about memes in the combat chatter, but the Memri.tv lines seem to come up way too often and are a bit on the nose IMO, would like it to be a bit more varied and subtle.
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I'm really not super anal about memes in the combat chatter, but the Memri.tv lines seem to come up way too often and are a bit on the nose IMO, would like it to be a bit more varied and subtle.
Luddite memri.tv? may just need a few edits to make it more lore friendly ;D
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I'm really not super anal about memes in the combat chatter, but the Memri.tv lines seem to come up way too often and are a bit on the nose IMO, would like it to be a bit more varied and subtle.
Yeah it's pretty memey.
You can modify data/config/chatter/characters/luddfanatic.json (can change frequency of the character appearing, the frequency with which it talks, or the lines themselves).
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I'm really not super anal about memes in the combat chatter, but the Memri.tv lines seem to come up way too often and are a bit on the nose IMO, would like it to be a bit more varied and subtle.
Yeah it's pretty memey.
You can modify data/config/chatter/characters/luddfanatic.json (can change frequency of the character appearing, the frequency with which it talks, or the lines themselves).
Huh, have you tied the kind of character the ship gets to the kind of ships? Just ocurred to me I've been using LP frigates a lot in my last few games which could be why I'm getting these lines so often if you've tied this "character" to LP ships lmao. Cool system if so, I'd thought the lines were just pulled from one big pool hence the feedback, could maybe use a bigger pool of lines on that one perhaps though.
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Huh, have you tied the kind of character the ship gets to the kind of ships? Just ocurred to me I've been using LP frigates a lot in my last few games which could be why I'm getting these lines so often if you've tied this "character" to LP ships lmao. Cool system if so, I'd thought the lines were just pulled from one big pool hence the feedback, could maybe use a bigger pool of lines on that one perhaps though.
It primarily depends on officer type, or faction tag for non-officer, non-player ships. I think non-officer player ships pick pretty much entirely at random.
Note that if you grab the Console Commands mod you can also reassign an officer's character file. I had to do this since one of my early officers was apparently using the robotic set for reasons I can't fathom. It was a little jarring to see this fresh-faced meatbag talking like a robot and never using capital letters...
@Histi- what's your stance on submission of custom characters or corrections to existing ones? I have a couple I've been experimenting with. Knowing exactly what triggers what event would be helpful though (particularly the difference between "retreat" and "running").
Also kinda surprised there's no "target destroyed" event, come to think of it.
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Huh, have you tied the kind of character the ship gets to the kind of ships? Just ocurred to me I've been using LP frigates a lot in my last few games which could be why I'm getting these lines so often if you've tied this "character" to LP ships lmao. Cool system if so, I'd thought the lines were just pulled from one big pool hence the feedback, could maybe use a bigger pool of lines on that one perhaps though.
It's not tied to ship, although each chatter character has defined personalities and genders it's allowed for.
There used to be a tagging system for matching characters to factions, but IIRC it's disabled by default.
@Histi- what's your stance on submission of custom characters or corrections to existing ones? I have a couple I've been experimenting with. Knowing exactly what triggers what event would be helpful though (particularly the difference between "retreat" and "running").
Also kinda surprised there's no "target destroyed" event, come to think of it.
Submissions and corrections are always welcome :)
On the message types: 'running' is when a ship is moving away from the enemy, 'retreat' is when the fleet is in full retreat. The others should have self-explanatory names more or less, but I should note that a few of them (specifically need help, running, engaging and pursuing) are based on the ship's internal AI flags, which is somewhat opaque and I don't fully understand them myself.
There's no target destroyed message because there wasn't a "good" way to detect who killed a ship. I think it's easier in 0.95, but don't feel like re-examining the feature at present.
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@Histi- what's your stance on submission of custom characters or corrections to existing ones? I have a couple I've been experimenting with. Knowing exactly what triggers what event would be helpful though (particularly the difference between "retreat" and "running").
Also kinda surprised there's no "target destroyed" event, come to think of it.
Submissions and corrections are always welcome :)
On the message types: 'running' is when a ship is moving away from the enemy, 'retreat' is when the fleet is in full retreat. The others should have self-explanatory names more or less, but I should note that a few of them (specifically need help, running, engaging and pursuing) are based on the ship's internal AI flags, which is somewhat opaque and I don't fully understand them myself.
There's no target destroyed message because there wasn't a "good" way to detect who killed a ship. I think it's easier in 0.95, but don't feel like re-examining the feature at present.
Fair. I can certainly see how it might be tricky to hook into that sort of stuff.
I need to switch around a couple then, I think. Once I've got the polish done I'll see about uploading them.
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Right, didn't have much luck finding anything satisfactory for the tweaks, but here we are.
Changes:
- Corrected some of the tlhIngan Hol used in the startrek_klingon character, tweaked a couple of lines, added a couple of proverbs/sayings.
- Added the startrek_federation character. Good for goodly heroic types, should be blacklisted from pirates/luddies. M/F, steady/cautious/reckless. Includes gratuitous attack pattern callouts. Yes I've been playing STO lately, what of it?
- Added the d2_drifter character. Y'all ready to bang knuckles? Male only, steady/reckless/aggressive. One mention of "ghosts", but otherwise just generic quotes.
- Added the d2_shaxx character. He isn't sure who to be angry at. Male only, steady/reckless/aggressive. No explicit Destiny references.
https://www.mediafire.com/file/6omm65bpcs0okqq/CC-Arc%2527s_Updates.zip/file
Only includes the actual character .json files, no .csvs for the faction tags and such. I'm not entirely happy with the running/retreat lines for the Federation Captain but I couldn't think of anything good. Category tags/etc. are set up, so they can be filtered out with the disallowed tags if desired.
I'll see if I can't make some more later.
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Nice, thanks!
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How do I add custom chatter characters? I tried downloading Arcalane's and tweaking them but it didn't let me add the characters to my officers (ID not found). I added the character filenames to the characters.csv but it just made me crash upon loading my game.
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Very odd. I tested the startrek_federation character ingame and it worked just fine, all I had to do was add it to characters.csv and character_factions.csv.
You can check the .log files in /starsector-core/, that might have more hints. Doublecheck your tweaks as well as it might be you made a typo or something.
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Just fixed it. I broke something in the shaxx file so I just deleted it.
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I'm sure this has prolly been asked before and I just don't want to wade through 15+ pages of posts to find it, but while it is much easier for this mod to just display the chatter as texts, why just text? Audible "radio" chatter with static would be far more realistic, albeit way more of a pain to add since someone(s) has to record it all. Is it because there is some coding issue behind the scenes that prohibits having such added sound that isn't linked to weapons, or is it just because a pain to record everything and add static overlays, etc.? Or maybe just it would increase size of mod too much?
I'm half asking out of curiosity and half because I don't always want to look away from a tense fight to read relevant chatter (or entertaining, or relevant AND entertaining). If it's just because audible chatter might be distracting or cover up some other relevant sound, I guess an option can always be added somewhere to either turn the audible chatter off, or just have more important sounds override the chatter...
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It already supports playing sounds with the lines. But commissioning voice acting is about 400% more work than I want to do for the mod.
(A lot of the characters use existing lines from games, whose sound files I could take. But that's a different set of complications, and it'd be pretty weird if some but not all of the lines were voiced.)
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Is it possible to add AI core-exclusive characters, linked to either only AI cores or their unique "fearless" trait(sure fearless is just reckless but it must have a unique code to be able to latch on right?)
Please I just want my alpha core to say "Observation: This is a GREAT opportunity for slaughter" as it rides into battle piloting a Radiant
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Is it possible to add AI core-exclusive characters, linked to either only AI cores or their unique "fearless" trait(sure fearless is just reckless but it must have a unique code to be able to latch on right?)
Please I just want my alpha core to say "Observation: This is a GREAT opportunity for slaughter" as it rides into battle piloting a Radiant
So I just checked and AI cores just have the regular reckless personality, at least according to the personality ID, so can't detect cores that way.
You can still manually assign the AI personality with the SetChatterChar console command, specifying "Alpha Core" (or beta or gamma for the corresponding cores) as the officer's first name.
This should also work for the officer_name_to_character.csv file in data/config/chatter, but only one chatter character can be specified per officer name.
I think I'll add detection and tagging of AI officers in the next mod version.
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While this is obviously a very low priority, it would be neat to see faction graphics support for other mods, (unless it is supported already).
Off the top of my head, Spoiler
the Abyssal Horror and Mess
from Hazard Mining would be pretty good candidates.
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Been a while since last update, but I ought to get out all the characters my contributors so kindly submitted.
Combat Chatter v1.11.3
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.11.3/CombatChatter_1.11.3.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.11.3
* New original characters by Seele: agent, corpo, merc, negotiator
* New third-party characters: acecombat_archange, acecombat_pixy, acecombat_sacs, d2_drifter, d2_shaxx, deadsun_executor, pw_comic, pw_diplomat, pw_galaxy, pw_kaiser, startrek_federation
* Thanks to AlexAtheos, Arcalane, Avanitia and Unit9461 for compiling these
* Add setting to restrict AI officers to certain characters (defined in `character_factions.csv`)
* Fleet intros can be enforced for certain factions as well as fleet types
* Fix a memory leak with LazyLib 2.6 and older
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Update to fix an issue that was bothering me ("shut up Bender, I didn't even watch your cartoon")
Combat Chatter v1.11.4
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.11.4/CombatChatter_1.11.4.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.11.4
* Remove gender and personality restrictions when picking characters for AI cores
* Also otherwise expand characters available to AI officers
* Fix some typos
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Thanks for the update!
Ive found that when playing this mod I tend to lose out on a lot of dialoge as I'm focussed on the action occuring to, and immidiately around my flagship.
Do you think there would be a way of having the chatter appear directly above the relavent ship? Perhaps something similar to the combat status affects that occur when repairing malfunctions? Having an alied ship pull up beside the flagship and deliver a line or two of chatter feels like it would be quite effective in building the 'character' of the speaking officer.
Thanks again
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Thanks for the update!
Ive found that when playing this mod I tend to lose out on a lot of dialoge as I'm focussed on the action occuring to, and immidiately around my flagship.
Do you think there would be a way of having the chatter appear directly above the relavent ship? Perhaps something similar to the combat status affects that occur when repairing malfunctions? Having an alied ship pull up beside the flagship and deliver a line or two of chatter feels like it would be quite effective in building the 'character' of the speaking officer.
:ok hand:
The dialog text does appear over ships, actually! In fact, this is the original form. But it's even easier to miss in the middle of the action than the chatbox I find (which is why I added the box).
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Thank you Histidine for a great mod. I do enjoy watch my officer talk and provide useful info sometimes.
But I have a problem. I am using 4k monitor..so the chatter box is very very small in the upper right corner and it's overlapping with the command point tiny icon. Is it possible to slightly tweak the position and the font size of the chatter box? That would be great for a poor 4k monitor user :)
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Any way to disable everything except for the fleet intros?
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Thank you Histidine for a great mod. I do enjoy watch my officer talk and provide useful info sometimes.
But I have a problem. I am using 4k monitor..so the chatter box is very very small in the upper right corner and it's overlapping with the command point tiny icon. Is it possible to slightly tweak the position and the font size of the chatter box? That would be great for a poor 4k monitor user :)
Are you using UI scaling? If so, the box may not support scaling and I'll see about fixing it.
Although maybe for larger screens, I should make the box take up a % of screen size anyhow.
Any way to disable everything except for the fleet intros?
I think adding both original and othermedia to config file's disallowedTags list will disable all characters (but any already-assigned characters to officers will be retained, use ClearChatterChars console command to remove them). Then replace the lines table in data/chatter/characters/default.json with a blank
like null.json has.
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I think adding both original and othermedia to config file's disallowedTags list will disable all characters (but any already-assigned characters to officers will be retained, use ClearChatterChars console command to remove them). Then replace the lines table in data/chatter/characters/default.json with a blank
like null.json has.
This did not work, but the source was clean enough that I was able to comment out everything unrelated to the fleet intro. Shouldn't cause problems since members of the CombatPlugin are never directly accessed by another mod right?(Left the getInstance() intact just in case since I do not want to be greeted by a null.)
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The only mod I know that has chatter-like functionality is Secrets of the Frontier (with Sierra's chatter in combat), and I think the mod uses its own implementation for message generation. Other than that, I don't expect any mod uses the chatter plugin for anything.
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I noticed that the chatter only shows up on the top right part of the screen when the camera is on the commander's ship. If I go to any other ship's perspective this doesn't happen
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Is there some way to make it so that only certain personalities are used for the players ships specifically?
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There isn't such a way. Although for player character, I'd recommend manually picking a suitable personality using the SetChatterChar console command.
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Might be a dumb question, but is there a place for me to leave the
probably poorly-written custom characters/quote lists I put together?
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Might be a dumb question, but is there a place for me to leave the probably poorly-written custom characters/quote lists I put together?
Just put them here (maybe upload a zip of the files and link it here) and I might include them in the next update :)
(whenever said update happens)
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Just put them here (maybe upload a zip of the files and link it here) and I might include them in the next update :)
(whenever said update happens)
Well in that case, here (https://drive.google.com/drive/folders/1orAs2Qoe2Osd-29omogpXShXuKD8P7wn?usp=sharing).
Edit: seems like I forgot to edit the tags for one of them. Fixing that now.
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Loving the mod!
Question: If I were to do the Set Chatter command followed by "Alpha Core" Robotic, would that make all my Alpha Core led ships use the "Robotic" voice lines or do I have to input that command repeatably depending on how many Alpha core ships I have?
Or does that only affect 1 Alpha Core officer?
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It affects only one officer (and possibly the same one each time). You might need to move ships in and out of your fleet (not the cores themselves, since removing and readding them changes the AI "person", I think) to do them all.
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Been a while since last update, hasn't it? Anyway...
Combat Chatter v1.12
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.12/CombatChatter_1.12.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
v1.12
* Add new characters
* Compiled by imba512: duke_nukem, sc_battlecruiser, tf2_soldier
* Compiled by Bullet: dd_reynauld, drg_miner, drg_missioncontrol, me_quarian
* Various text tweaks to existing characters
* `PrintChatterChars` command includes the ship the officer is on, if any
* `noEnemyChatterFactions` also applies to NPC allies (so Remnant allies won't talk by default)
* Fix ships having wrong character when using Neural Link
* Chatter box properly handles non-standard portrait sizes
* Update character faction config
* Get ship name prefixes from FactionAPI instead of reading a manually created CSV
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I made a chatter character based on the pawns from Dragon's Dogma a while back. With the recent sequel news, I thought I might as well share it with everybody else. Hope somebody likes it.
[attachment deleted by admin]
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Thank you Histidine for a great mod. I do enjoy watch my officer talk and provide useful info sometimes.
But I have a problem. I am using 4k monitor..so the chatter box is very very small in the upper right corner and it's overlapping with the command point tiny icon. Is it possible to slightly tweak the position and the font size of the chatter box? That would be great for a poor 4k monitor user :)
Are you using UI scaling? If so, the box may not support scaling and I'll see about fixing it.
Although maybe for larger screens, I should make the box take up a % of screen size anyhow.
Unfortunately, I'm experiencing the same issue. Any luck or am I missing a mod option to fix it?
FYI:
Resolution size is 3440x1440
UI scaling is at 150%
In any case, when I do catch it, at the corner it does give some more personality to the fleet. Thank you.
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Seems I forgot to work on screen scaling last time :-X
Here's a quick attempt (https://www.dropbox.com/s/tj05qvw6zo4eeml/CombatChatter.jar?dl=1) (put in Combat Chatter/jars). Also removes the need to manually change font size when using UI scaling.
There's an issue with the vertical offset on the chatter portraits I haven't been able to figure out, and I haven't checked if the text in the boss intro needs a rescaling implementation.
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Seems I forgot to work on screen scaling last time :-X
Here's a quick attempt (https://www.dropbox.com/s/tj05qvw6zo4eeml/CombatChatter.jar?dl=1) (put in Combat Chatter/jars). Also removes the need to manually change font size when using UI scaling.
There's an issue with the vertical offset on the chatter portraits I haven't been able to figure out, and I haven't checked if the text in the boss intro needs a rescaling implementation.
Thanks I'll put this in the mod folder and see how it goes.
Edit: Seems to be working out now.
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"This is a cake walk."
"Alert! Alert! Hull breach!"
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So here's an odd technical question: what flag needs to be set in the save file to allow a ship to actually use combat chatter?
In my most recent games, my captain's ship seems like it isn't getting "initialized" for having combat chatter at all (e.g. no voice is getting assigned to it during/after a combat at all) and even if I assign one manually, my captain will only speak when using other ships than my starting one (and yes, I have player character chatter on in the settings). Is there a flag in the save data I should check for this?
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Hmm, can't say what's going wrong, it works for me in that it at least writes the intro line if I enter combat and deploy only my flagship (victory line also works).
The save also shouldn't store anything related to this, other than the captains' chatter character IDs and a list of previously used characters.
Random thing to try?: ClearChatterChars console command to reset the above data
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Just a more of a roleplay sort of thing, but I noticed the ships give different response based if they're civilian or not, is it possible to give Autonomous ships their own specific more robotic sort of lines for that more immersive flavor?
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If the captain is an AI core (or if the ship is an autonomous ship, next version) it already uses a limited set of characters*. Although, well, the only one that I know to be really 'robotic' is the robotic character.
*controlled by data/config/chatter/character_factions.csv, if the character has a '1' in the ai column it can be used for AI captains
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If the captain is an AI core (or if the ship is an autonomous ship, next version) it already uses a limited set of characters*. Although, well, the only one that I know to be really 'robotic' is the robotic character.
*controlled by data/config/chatter/character_factions.csv, if the character has a '1' in the ai column it can be used for AI captains
Ah, it must not be applying to autonomous ships that lack an AI core installed. Makes sense to me.
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Apologizes for the bump, but a post was made about linking user-created chatter files and you (Histidine) okayed it. I'm assuming it was a general blanket statement, hence.
A .zip file with a few new voices. (https://drive.google.com/file/d/16Q6LL6JX6J1ti1X2liFJXZqjXTWJ0MPi/view?usp=share_link)
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No problem!
Do you want it included in the mod*, or are you just sharing it here?
*terms and conditions may apply
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No problem!
Do you want it included in the mod*, or are you just sharing it here?
*terms and conditions may apply
Inclusion was the hope, if they're of sufficient quality and they fill a niche.
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Is there a way for have dialogue use the officer's or ship's name in it, for the classic robot pilot launch sequence?
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No problem!
Do you want it included in the mod*, or are you just sharing it here?
*terms and conditions may apply
Inclusion was the hope, if they're of sufficient quality and they fill a niche.
Alright, I'll give them a look! (after I'm done with my Victoria 3 binge)
...although, uhh, just tried the link and it requires requesting access with my Google email. Can you make the file public or such?
Is there a way for have dialogue use the officer's or ship's name in it, for the classic robot pilot launch sequence?
Not currently, although I suppose I should add text substitution at some point.
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Alright, I'll give them a look! (after I'm done with my Victoria 3 binge)
...although, uhh, just tried the link and it requires requesting access with my Google email. Can you make the file public or such?
Sorry, hadn't used Google Drive in a while. It should work now.
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I noticed that the chatter only shows up on the top right part of the screen when the camera is on the commander's ship. If I go to any other ship's perspective this doesn't happen
Same thing here. I usually don't pilot any ships, level green, blue and yellow skills then pretend i'm a fancy commander or CEO and let my captains do all the work. And, judging by reddit and forum here, a quite signifcant part of players also play like this. Love this mod, but, honestly, didn't even know that this chatter box feature exists (and it is good, much easy to read) until i started reading through this forum thread.
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Sadly the chatter box gets in the way of the tactical map when it's up (well, unless I found a new place on the screen for it), and I don't know of any way to tell when the game is in the map vs. viewing an allied ship.
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I'm throwing together another folder of chatter characters. There's more of them, and they're all of even more questionable quality.
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Here is a folder of more homemade chatter files. Might require some tweaking on your end.
https://drive.google.com/drive/folders/1VmKuLjfkpGb2G6vnlg770iXNsYYwqS4n?usp=sharing (https://drive.google.com/drive/folders/1VmKuLjfkpGb2G6vnlg770iXNsYYwqS4n?usp=sharing)
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Wow 10 months since last update
Although now we have a ton of new characters, UI scaling support, and LunaLib ingame config support to show for it!
Let's toast Bulletkin and Zumberge for supplying most of the new characters 8)
Combat Chatter v1.13.1
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.13.1/CombatChatter_1.13.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
## v1.13.1 ##
* Fix ingame changes in Luna config not applying
* Fix player name substitution
## v1.13 ##
### New characters ###
Thanks to Zumberge and Bulletkin for most of these.
* sunrider_lynn
* tf2_engineer
* hl1_barney
* hl1_scientist
* ruina_binah
* ruina_chesed
* ruina_gebura
* ruina_hod
* ruina_hokma
* ruina_malkuth
* ruina_myo
* ruina_netzach
* ruina_roland
* ruina_tiphereth
* ruina_yesod
* warframe_cephaloncy
* roman
* binary
* shortphrases
* salvager
* sophisticated
* hotshot
* passionate
### Other functionality ###
* Settings can be modified ingame with LunaLib
* Try to handle Starsector UI scaling
* SetChatterChar command no longer requires exact character ID match
* Can substitute officer name, player name, and ship name/class into chatter lines
* Don't load blank CSV entries
* Some line additions
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Oh ***, quite an update! Thank you as ever for the hard work you do on this, Histidine.
I should genericize a few of my own custom chatters
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UPDATE TO MAGICLIB 1.0.0 and LUNALIB 1.7.0 OR LATER
Combat Chatter v1.13.2
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.13.2/CombatChatter_1.13.2.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
## v1.13.2 ##
* Compatibility with Starsector 0.96, MagicLib 1.0.0 and LunaLib 1.7.0
* Remove minor log spam
UPDATE TO MAGICLIB 1.0.0 and LUNALIB 1.7.0 OR LATER
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thank you very much for this mod...great stuff. can't not include it in every game.
well at least until 1.0...then I have to try a 100% unmodded playthrough like The Good Old Days.
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CTD in combat when trying to load a line:
Spoiler
2842324 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.histidine.chatter.combat.ChatterCombatPlugin.hasLine(ChatterCombatPlugin.java:390)
at org.histidine.chatter.combat.ChatterCombatPlugin.hasLine(ChatterCombatPlugin.java:406)
at org.histidine.chatter.combat.ChatterCombatPlugin.printRandomMessage(ChatterCombatPlugin.java:540)
at org.histidine.chatter.combat.ChatterCombatPlugin.printRandomMessage(ChatterCombatPlugin.java:490)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:1191)
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The referenced source code line from the crash log is:
List<ChatterLine> lines = ChatterDataManager.getCharacterData(character).lines.get(category);
Seems like if a ship has a character assigned that's invalid, then rather than ignoring it with an error message, it just crashes Starsector to desktop right in the middle of combat. (One of the biggest reasons why I never liked Java's daisy-chaining of dot operators; without null-coalescing features, it's like paying hot potato with a handgrenade.)
I'll double-check which of my (currently only two) custom JSON files has a syntax error, but producing an error message when a user-supplied file fails to load and/or adding a little extra null-checking might be worth looking into. This currently provides no feedback whatsoever on what the cause of the crash actually is, from an end-user perspective, so somebody less savvy might be utterly baffled.
[edit] Curiouser and curiouser, as Alice might say. Looks as though the characters.csv really doesn't like it when the default slots aren't at the top. I had commented out a few lines and sorted everything alphabetically, and I guess the system was expecting the "default" character to be right below the none slot, so it failed to load the default character. I have no idea why that crash happened -- "default" still appeared in the .csv, just not below "none" -- but at least it can be more firmly identified as a PEBKAC.
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Belatedly reviewing this post: I think I encountered this issue (or at least a report of it) in the past, but I don't remember if I identified the cause or what it was if I did.
It seems like it shouldn't happen unless the CSV itself was broken somehow? (maybe I should make that throw an exception instead of just logging an error)
Any character files that failed to load will throw an exception, and if an officer has a saved character that no longer exists the mod picks a different one when the ship is deployed.
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Hello, I just wanted to remind you that the Nexus Mods version is not updated to the latest version. Thank you for the hard work and dedication you are very much appreciated!
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Many people including myself seems to have been looking for a voiced version of this mod. So, using the "sound" argument I've created a combat chatter character that actually speaks.
https://youtu.be/FEWNU1mrdHs
You can try it out here(https://mega.nz/file/N2J11CyB#hpxysl8tX00DYYcjcI-MhlulHFZ3lEDQRGqIjrs58oY).
[Install]
1. Install combat chatter(https://fractalsoftworks.com/forum/index.php?topic=10399.0)
1-1. Backup your combatchatter mod directory if you already have it.
2. Drag and drop the "data" and "sounds" folder. Overwrite all.
3. Install the Console Commands mod(https://fractalsoftworks.com/forum/index.php?topic=4106.0).
4. Boot up starsector and make a save copy.
5. Open the console command window (CTRL+Backspace).
6. Use any of the following command to apply voice to your officers :
SetChatterChar [officer name] Homeworld_1
SetChatterChar [officer name] Homeworld_2
7. Save the game. This will bind the changes to your savefile so you can play without doing the console commands in the future.
8. Enjoy!
[Current Issues]
- Voice overlap : Audio will start to overlap, especially with multiple ships. Edit homeworld_1.json and lower the chance if needed.
- Not enough voicelines : I intend to add more voicelines using Elevenlabs(AI voice) or commision them to add more/avoid using copyrighted material in the future.
- Voice audio very small : Zoom out to full for best results.
- Some lines don't play : Things like combat start lines don't seem to play. No idea.
[How to make your own]
1. Get voicelines. Record yourself, get game voicelines, use AI like Elevenlabs, etc.
2. Convert to .OGG and while you're at it add some radio sound effects. You can audacity for bulk radio sound effect+bulk export. (https://youtu.be/CX74dyl9rXU)
3. Place voicelines in \sounds\chatter
4. Edit the \data\config\sounds.json to register the audio file.
5. Create a [name].json in \data\config\chatter\characters.
6. Edit \data\config\chatter\characters.csv to add your voicelines
7. Use console command like above
8. Enjoy!
[Changelog]
v0.1
Initial release
v0.2
Fixed a critical bug that made the game crash if one of your ship is not piloted.
This is my very first attempt at modding so any advice or feedback is appreciated!
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Well, those are some Homeworld Flashbacks. That's going in.
-
Many people including myself seems to have been looking for a voiced version of this mod. So, using the "sound" argument I've created a combat chatter character that actually speaks.
https://youtu.be/FEWNU1mrdHs
You can try it out here(https://mega.nz/file/N2J11CyB#hpxysl8tX00DYYcjcI-MhlulHFZ3lEDQRGqIjrs58oY).
[Install]
1. Install combat chatter(https://fractalsoftworks.com/forum/index.php?topic=10399.0)
1-1. Backup your combatchatter mod directory if you already have it.
2. Drag and drop the "data" and "sounds" folder. Overwrite all.
3. Install the Console Commands mod(https://fractalsoftworks.com/forum/index.php?topic=4106.0).
4. Boot up starsector and make a save copy.
5. Open the console command window (CTRL+Backspace).
6. Use any of the following command to apply voice to your officers :
SetChatterChar [officer name] Homeworld_1
SetChatterChar [officer name] Homeworld_2
7. Save the game. This will bind the changes to your savefile so you can play without doing the console commands in the future.
8. Enjoy!
[Current Issues]
- Voice overlap : Audio will start to overlap, especially with multiple ships. Edit homeworld_1.json and lower the chance if needed.
- Not enough voicelines : I intend to add more voicelines using Elevenlabs(AI voice) or commision them to add more/avoid using copyrighted material in the future.
- Voice audio very small : Zoom out to full for best results.
- Some lines don't play : Things like combat start lines don't seem to play. No idea.
[How to make your own]
1. Get voicelines. Record yourself, get game voicelines, use AI like Elevenlabs, etc.
2. Convert to .OGG and while you're at it add some radio sound effects. You can audacity for bulk radio sound effect+bulk export. (https://youtu.be/CX74dyl9rXU)
3. Place voicelines in \sounds\chatter
4. Edit the \data\config\sounds.json to register the audio file.
5. Create a [name].json in \data\config\chatter\characters.
6. Edit \data\config\chatter\characters.csv to add your voicelines
7. Use console command like above
8. Enjoy!
[Changelog]
v0.1
Initial release
v0.2
Fixed a critical bug that made the game crash if one of your ship is not piloted.
This is my very first attempt at modding so any advice or feedback is appreciated!
Damn now thats a mod i always wanted! By the way, FTL soundtrack was edited in or its a mod? Would love some music in my game and i liked how music changed after battle was won.
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Hi there,
first post, I'll keep it short: amazing game, amazing mods 8)
I write to report a problem with Combat Chatter v1.13.2. I believe it has caused my game (v096.a-RC10) to CTD today when starting it from the launcher - after closing normally yesterday and no changes in the meantime. I'm using the current version of MagicLib (1.1.3), which apparently is newer than what your mod is based on, at least that is what the game says. Worked just fine yesterday though.
I found some errors concerning the mod in starsector.log. After disabling it, the game booted once more (lucky me, I already feel kind of attached to my campaign ;D)
I think this is the relevant section:
Spoiler
11885735 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Skylla, isEnemy 0
11885735 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Charybdis, isEnemy 0
11885735 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Phoebe, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Nereus, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Ceto, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Perseus, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Photon, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Helios, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Redshift, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Bright Burn, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Zeus, isEnemy 0
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Hydra, isEnemy 0
11885736 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
11885736 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Cerberus, isEnemy 0
11886618 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship null, isEnemy 0
11886619 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship null, isEnemy 0
11886619 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship null, isEnemy 0
11886619 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship null, isEnemy 0
11911307 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
11911768 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11922926 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship OPN Artemis, isEnemy 0
11947053 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
11947525 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11948001 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [cruiser]
11956154 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11956154 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11957071 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
11957555 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11959323 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11961140 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11961607 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
11962557 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
11969174 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11997691 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
11999740 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12017039 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12018389 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12021607 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12021607 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12022575 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12024724 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12026994 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12028395 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [cruiser]
12034704 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12035206 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12042389 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [cruiser]
12042858 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12044175 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [destroyer]
12046375 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12046375 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [cruiser]
12047028 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12047429 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12049295 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12050193 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12052490 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [frigate]
12058159 [Thread-3] INFO fleethistory.BattleLogger - Battle logger initialized
12058159 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Spiele\Starsector\starsector-core\..\mods\HexShields]
I have kept a copy of the complete log file, in case you are interested. Will keep your mod disabled for now and see if there are any more problems. Keep up the good work!
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Hello!
Yeah that's not the relevant part of the log. If you're still having issues, can you post the full log file?
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Absolutely love the mod, but little things that just don't make sense in context bug me like the domain droneships having "signed up" to be in the fleet or having any emotion at all
I feel like exploratorium ships would be like "Glory to the Domain" and all that instead of "I don't wana die!"
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Does this mod still work in .96a RC10 even tho it requires an outdated version of Magic Lib?
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Does this mod still work in .96a RC10 even tho it requires an outdated version of Magic Lib?
It still works with the current version of Magic Lib in .96a RC10.
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Is there a way for me to configure this so that maybe it could be more...lore friendly? So I don't have ships referencing Latinum of all things?
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Is there a way for me to configure this so that maybe it could be more...lore friendly? So I don't have ships referencing Latinum of all things?
Check out the disallowedTags list in Combat Chatter/chatterConfig.json! As the comment above it notes, the "othermedia" and "meme" tags may be of interest.
You could also disable specific characters by changing their chance values or removing their entries in data/config/chatter/characters.csv.
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It seems there is a bug with the Omen when it's equipped with the Harpoon MRM and missile autoloader hullmod. The Omen will trigger the combat chatter that it's out of missiles after firing the first three, even though the autoloader still has charges and will shortly reload the missiles. As far as I've seen it's only the Omen that has this bug, as Centurions I use with harpoons and autoloader have no such issues.
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The Discord beta's been out for a while with no issues, so here's the official version.
I didn't work on a way to handle Missile Autoloader (and other potential missile reload systems other than the autoforge ship system/hullmod) yet, maybe next time.
Combat Chatter v1.14.0
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.14.0/CombatChatter_1.14.0.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
## v1.14.0 ##
* Add dragonsdogma_pawn character compiled by atreg
* Implement a system where characters can reply to each other
* Message box draws while command UI is active
* Make hull damage and out-of-missile messages be almost always played
* Previously they could be blocked if too much talking was going on
* Automated ships with no AI core installed will not talk (warning messages and such will still appear)
* Add SotF Taken, LOST_SECTOR Enigma, and RAT abyssal factions to `noEnemyChatterFactions`
* Deep abyssal faction also gets intro splash
* Fix a couple of under-the-hood bugs
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How do you add custom characters? I made the .json and placed it in /chatter/ but it doesn't show up in game.
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Make sure you've also added the relevant file to data\config\chatter\characters.csv
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I keep getting this error when I finish character creation. There is no formatting error at line 37, it has the }, at the beginning and end.
java.lang.ExceptionInInitializerError
at org.histidine.chatter.scripts.ChatterModPlugin.onGameLoad(ChatterModPlugin.java:18)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Error loading chatter character kiwi
at org.histidine.chatter.ChatterDataManager.loadCharacters(ChatterDataManager.java:176)
at org.histidine.chatter.ChatterDataManager.<clinit>(ChatterDataManager.java:70)
... 16 more
Caused by: org.json.JSONException: data/config/chatter/characters/kiwi.json (my custom .json)
Expected a ',' or '}' at 2198 [character 4 line 37]
at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at org.histidine.chatter.ChatterDataManager.loadCharacters(ChatterDataManager.java:133)
... 17 more
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Post the file.
Or feed it through JSONLint (https://jsonlint.com/), it's fussier than Starsector's own JSON parser (you'll have to remove all comments, and can't have commas after the last element in a list or table) but it'll make sure every error is caught.
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JSONlint worked, thank you!
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Is there a list anywhere of the different personalities and examples of lines they'll say?
Edit: Silly me, they're in the mod files.
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Incrementing Starsector version number (and hey, some new characters and functionality!)
Thanks to Bjarl on GitHub for the SoaSE characters and the new functionality.
Combat Chatter v1.14.1
Download (https://github.com/Histidine91/SS-CombatChatter/releases/download/v1.14.1/CombatChatter_1.14.1.zip)
Changelog (https://bitbucket.org/Histidine/combat-chatter/wiki/Changelog)
## v1.14.1 ##
* Add some Sins of a Solar Empire and Jagged Alliance 3 characters: soase_tec_bb, soase_tec_carrier, soase_tec_colony, soase_tec_javelin, soase_tec_kodiak, soase_tec_siege,
soase_tec_support, soase_tec_titan, soase_tec_transport, ja3_flay, ja3_kalyna, ja3_livewire
* Expand some JA2 characters with their JA3 lines
* Add support for boss victory messages
* Characters can use $playerHonorific token in their lines
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May want to update the OP's MagicLib link to the new maintainer's thread (https://fractalsoftworks.com/forum/index.php?topic=25868.0), though the old one also links to it.
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Is there a guide somewhere on how to change the chatter profile for already generated officers and the like? I figured out how to add my own unique portraits so I could add in the portrait art from my friends to add them to my game as officers, now I just gotta figure out how to change their chatter so that they can have the unique dialogue to go along with it.
Got the custom profiles and everything, just need to tie the officers to them..
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Is there a guide somewhere on how to change the chatter profile for already generated officers and the like? I figured out how to add my own unique portraits so I could add in the portrait art from my friends to add them to my game as officers, now I just gotta figure out how to change their chatter so that they can have the unique dialogue to go along with it.
Got the custom profiles and everything, just need to tie the officers to them..
use the console commands
to get the list of available profiles and
setchatterchar (officername) (chatterprofile)
to set that officer to the profile you want
if you don't already have console commands, you'll need to download it
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Is there a guide somewhere on how to change the chatter profile for already generated officers and the like? I figured out how to add my own unique portraits so I could add in the portrait art from my friends to add them to my game as officers, now I just gotta figure out how to change their chatter so that they can have the unique dialogue to go along with it.
Got the custom profiles and everything, just need to tie the officers to them..
use the console commands
to get the list of available profiles and
setchatterchar (officername) (chatterprofile)
to set that officer to the profile you want
if you don't already have console commands, you'll need to download it
Oh! Thank you!
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* Characters can use $playerHonorific token in their lines
Is there another token that could be used in a similar manner as $playerHonorific, but for boss fleets/captains? Could do with streamlining one or two characters if that's the case.