Fractal Softworks Forum

Starsector => Mods => Topic started by: Histidine on December 18, 2015, 11:53:45 PM

Title: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
Post by: Histidine on December 18, 2015, 11:53:45 PM
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
[close]

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)
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: StarSchulz on December 19, 2015, 01:07:16 AM
This will be very helpful. i love it!

I can hear it now: "The hull has been breached, and the science is leaking OUT"
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Originem on December 19, 2015, 01:12:07 AM
Wow,it seems interesting!
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: zaszella on December 19, 2015, 01:43:15 AM
You make the spiritless universe lively.
Good job
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Sabaton on December 19, 2015, 03:06:01 AM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Clockwork Owl on December 19, 2015, 03:25:25 AM
Hmm, nice mod! Gonna try it...
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Rushyo on December 19, 2015, 04:26:40 AM
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?
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 19, 2015, 04:50:06 AM
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)
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Rushyo on December 19, 2015, 05:23:07 AM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 21, 2015, 03:43:27 AM
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!
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Spoorthuzad on December 21, 2015, 02:14:43 PM
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]
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Clockwork Owl on December 21, 2015, 05:22:34 PM
Here we go:

Removed the line
Quote
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]
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Gezzaman on December 21, 2015, 06:23:21 PM
Extremely useful when trying to micromanage those suicidal frigates :D
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: sycspysycspy on December 21, 2015, 10:10:50 PM
Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Clockwork Owl on December 21, 2015, 10:18:06 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: JohnDoe on December 21, 2015, 11:49:25 PM
This is exactly what I have been waiting for. Good job.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: celestis on December 22, 2015, 07:37:53 AM
Looks pretty much useful, I'll definitely try it. Good job!
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: HELMUT on December 22, 2015, 01:30:13 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: CrashToDesktop on December 22, 2015, 02:09:51 PM
I've been looking for a mod like this for a pretty damn long time - awesome!  Impressive work. :)
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: tanith on December 22, 2015, 03:28:50 PM
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?
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Ranakastrasz on December 22, 2015, 08:26:06 PM
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.

---
Nope, no filter for that.
---
Request that you have seperate text for ship size. Capital class ships might well have an entirely different reaction that, say, fighters, after all.\
---
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]
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: OOZ662 on December 22, 2015, 09:59:09 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: valefore on December 23, 2015, 01:13:11 AM
Quote
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: DanJSC on December 23, 2015, 09:50:32 AM
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.'
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Ranakastrasz on December 23, 2015, 11:49:55 AM
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?)
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 23, 2015, 06:52:19 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Weltall on December 23, 2015, 07:47:16 PM
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
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Midnight Kitsune on December 23, 2015, 08:01:12 PM
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...
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Ranakastrasz on December 23, 2015, 08:27:24 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.0
Post by: Histidine on December 23, 2015, 09:48:02 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1 (update 2015-12-25)
Post by: Histidine on December 24, 2015, 11:01:27 PM
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)
[close]

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)
Code
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
Title: Re: [0.7.1a] Combat Chatter v1.1 (update 2015-12-25)
Post by: OOZ662 on December 24, 2015, 11:06:34 PM
The download link is to Steiner Foundation ;D
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Histidine on December 25, 2015, 03:39:51 AM
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)
Code
v1.1b
* Fix floating chatter position, ships weirdly jerking around
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Dark.Revenant on December 25, 2015, 05:18:31 AM
* Fix floating chatter position, ships weirdly jerking around

Glad to see you've endeavored not to be a jerk.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: CrashToDesktop on December 25, 2015, 07:00:54 AM
Hey, I just realized the Commissar is in the dialog files.  Awesome, it's beautiful! :D
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: OOZ662 on December 25, 2015, 10:05:38 AM
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...
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Ryu116 on December 25, 2015, 11:27:05 AM
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?
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Spoorthuzad on December 25, 2015, 12:15:29 PM
Im pretty sure the chatter only comes from allies and not your own ship
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Histidine on December 25, 2015, 06:25:05 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: DanJSC on December 25, 2015, 06:28:23 PM
..."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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: StarSchulz on December 25, 2015, 06:30:21 PM
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.  :'(
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Ryu116 on December 25, 2015, 07:25:35 PM
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.)
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: StarSchulz on December 27, 2015, 09:33:39 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: ChaseBears on December 27, 2015, 10:08:21 PM
Quote
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Barracuda on December 28, 2015, 12:29:08 AM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Mesnomer on December 28, 2015, 11:05:19 AM
Are there Orky lines for pirate/ballistic-heavy ships? Because there should be.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Ranakastrasz on December 28, 2015, 12:10:33 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Adraius on December 29, 2015, 09:24:56 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: OOZ662 on December 29, 2015, 09:26:11 PM
Check your config JSON.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Histidine on December 30, 2015, 06:33:49 AM
I've changed the idle chatter config option so it relegates affected chat to the floating text instead of removing completely.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: LittleFatSunshine on December 30, 2015, 11:25:18 AM
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).

Code
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:

Version checker tells me they are all up to date.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Spoorthuzad on December 30, 2015, 11:34:43 AM
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).

Code
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.

[close]
It can't find a ship variant from the mod Black rock drive yards, I suggest posting it there
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: Marcus Garvey on December 30, 2015, 01:40:27 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
Post by: LittleFatSunshine on December 30, 2015, 03:27:55 PM
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.
Title: Re: [0.7.1a] Combat Chatter v1.2 (update 2015-12-31)
Post by: Histidine on December 31, 2015, 04:03:08 AM
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)
Code
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
Title: Re: [0.7.1a] Combat Chatter v1.2 (update 2015-12-31)
Post by: Adraius on December 31, 2015, 10:20:02 AM
Thanks! =D
Title: Re: [0.7.1a] Combat Chatter v1.3 (update 2016-02-14)
Post by: Histidine on February 13, 2016, 07:20:52 PM
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)
Code
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! :'(
Title: Re: [0.7.1a] Combat Chatter v1.3.1 (update 2016-02-14)
Post by: spartan117pr on February 13, 2016, 11:22:31 PM
Rofl, quick catch though
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Histidine on February 27, 2016, 06:52:20 PM
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)
Code
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
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: SierraTangoDelta on February 28, 2016, 09:46:59 AM
Aw man I liked imagining that the missile had a pilot
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Takion Kasukedo on March 10, 2016, 04:51:58 PM
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)
[close]

I'm not too sure myself, but eh, can you take a look into this?
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: SierraTangoDelta on March 12, 2016, 09:02:55 PM
Anyone make custom pilot personalities? Some guys from a certain 4 leaf clover website made a few so far.
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Surge on March 13, 2016, 09:59:56 AM
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.
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Serenitis on March 13, 2016, 11:12:22 AM
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
Code
{
"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!"},
],
}
}
[close]
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Dri on March 21, 2016, 03:00:26 PM
Just wanna pop in here and say nice mod. :)
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: HELMUT on March 22, 2016, 05:38:23 PM
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.

Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Starasp on March 27, 2016, 05:38:18 PM
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.
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: cjuicy on March 27, 2016, 06:39:32 PM
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]
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Rathorn on April 13, 2016, 07:59:57 AM
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?
Title: Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
Post by: Histidine on April 15, 2016, 08:40:59 PM
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.
Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: Histidine on April 29, 2016, 07:20:49 AM
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)
Code
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)
Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: Bastion.Systems on April 29, 2016, 08:08:52 AM
Quote
startrek_ferengi

Haha, this sounds fun  ;D
Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: Kitfox88 on April 29, 2016, 09:05:47 AM
I'll miss my fighter wings yelling as they're obliterated, but so it goes.
Title: Re: [0.7.2a] Combat Chatter v1.5 (update 2016-04-29)
Post by: tongo on June 10, 2016, 09:27:45 PM
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]
Title: Re: [0.7.2a] Combat Chatter v1.6 (update 2016-07-03)
Post by: Histidine on July 02, 2016, 08:17:51 PM
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)
Code
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
Title: Re: [0.7.2a] Combat Chatter v1.6 (update 2016-07-03)
Post by: Serenitis on July 03, 2016, 02:57:05 AM
Spoiler
Code
{
"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."},

],
}
}
[close]
Title: Re: [0.7.2a] Combat Chatter v1.6 (update 2016-07-03)
Post by: King Alfonzo on July 03, 2016, 04:46:58 AM
Quote
"*sounds of console being thumped repeatedly*"

I don't know about you, but that made me chortle.
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Histidine on August 13, 2016, 09:34:32 PM
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)
Code
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
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Cergos on August 30, 2016, 05:07:44 AM
I really need to issue my crew additional paddles.
...I had no idea they played such an integral part in interstellar combat  :D.
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Bastion.Systems on September 11, 2016, 03:26:54 AM
Quote
startrek_klingon

Nice
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: TauKinth on November 19, 2016, 07:16:30 PM
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.
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: MesoTroniK on November 19, 2016, 07:40:50 PM
I would advise making the config yourself, and then submitting it to be used within the mod like many others have.
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Eternity on April 09, 2017, 08:59:46 AM
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...
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: AxleMC131 on April 09, 2017, 02:52:42 PM
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. ;)
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: cjuicy on April 09, 2017, 03:31:33 PM
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.
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Histidine on April 10, 2017, 06:00:19 AM
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!
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: cjuicy on April 10, 2017, 08:43:23 AM
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.
Title: Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
Post by: Eternity on April 10, 2017, 11:18:55 AM
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/

Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Histidine on April 21, 2017, 11:28:33 PM
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)
Code
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
Title: Re: [0.7.2a] Combat Chatter v1.7 (update 2017-04-22)
Post by: CrashToDesktop on April 21, 2017, 11:31:16 PM
Huzzah!
Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Sy on April 23, 2017, 11:09:34 AM
awesome, thank you!
Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: cjuicy on April 23, 2017, 11:11:38 AM
Yay! AI captain personality will help the long voyages to find [REDACTED FOR YOUR HEALTH].
Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: facc00 on April 23, 2017, 11:56:04 AM
Thanks for updating this!
Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Darloth on April 23, 2017, 06:19:50 PM
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?
Title: Re: [0.8a] Combat Chatter v1.7 (update 2017-04-22)
Post by: Midnight Kitsune on April 23, 2017, 06:45:59 PM
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
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Histidine on April 23, 2017, 09:51:14 PM
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)
Code
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
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Kaucukovnik on May 05, 2017, 01:11:15 AM
This is the first mod I'm installing in 0.8. I managed to forget how much difference it makes.
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: TartarusMkII on May 09, 2017, 04:18:07 PM
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.
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Histidine on May 09, 2017, 05:45:02 PM
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).
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: TartarusMkII on May 09, 2017, 05:49:16 PM
Oh I see, so does each ship get like a particular set? How does that work?
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: AxleMC131 on May 09, 2017, 06:13:40 PM
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.
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: TartarusMkII on May 09, 2017, 06:19:14 PM
cool! Thanks
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Bastion.Systems on May 28, 2017, 03:13:00 AM
I changed
Code
"idleChatter":true,
but I still don't get idle chatter in the message field.
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Histidine on May 28, 2017, 05:47:58 AM
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).
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: MCWarhammer on June 03, 2017, 06:58:12 PM
It would be cool if this mod could replace the standard peak-performance notifications. Something like "The ship isn't built for this..."
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: Galwail on June 13, 2017, 08:25:41 AM
Hi, is the Combat Chatter compatible with 0.8.1, or does it have to be updated?
Title: Re: [0.8a] Combat Chatter v1.7.1 (fixes 2017-04-24)
Post by: AxleMC131 on June 13, 2017, 04:06:00 PM
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.
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Histidine on June 17, 2017, 09:37:33 PM
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)
Code
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
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: AudaciousBS on June 18, 2017, 03:51:54 AM
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.
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: jupjupy on June 20, 2017, 09:38:24 PM
Heh, I was wondering why my ships were speaking like Icari and Ava, and then I remembered Histidine has a Sunrider display picture too.
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Arkar1234 on July 25, 2017, 12:02:24 AM
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...?

 ???
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Takion Kasukedo on August 07, 2017, 12:09:25 AM
How does one go about creating more characters for Combat Chatter?
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Histidine on August 09, 2017, 05:05:02 AM
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?
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Arkar1234 on August 09, 2017, 05:38:58 AM
Thanks mate o7
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Jojo_195 on August 10, 2017, 02:12:00 AM
Suggestion for next characters:

Minsc (Baldur's Gate I/II)
Holly (Red Dwarf)
Rimmer (Red Dwarf)
O'Neill (Stargate SG-1)
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: AxleMC131 on August 10, 2017, 02:40:04 AM
...
Holly (Red Dwarf)
Rimmer (Red Dwarf)
...

Oh man yes please.  :D
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: MesoTroniK on August 10, 2017, 09:49:06 PM
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 :)
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: Mr. Nobody on August 11, 2017, 04:57:11 AM
What about everyone's favorite greenskins?
Spoiler
40K Orks for those who are wondering
[close]
Title: Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
Post by: cjuicy on August 11, 2017, 10:00:34 AM
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.
Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: Histidine on November 18, 2017, 03:21:11 AM
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)
Code
v1.7.3
* Add characters: alien1, badass, gentleman, madbastard
* Add boss lines for foulmouth
* Fix Tyrador pod-launched drones having chatter
Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: AxleMC131 on November 18, 2017, 03:25:00 AM
Quote
* Add characters: alien1, badass, gentleman, madbastard

You glorious person you. <3
Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: Mr. Nobody on November 18, 2017, 06:04:58 AM
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?
Title: Re: [0.8.1a] Combat Chatter v1.7.3 (update 2017-11-18)
Post by: A Random Jolteon on November 18, 2017, 07:02:31 AM
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)
Code
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!? ;_;
Title: Re: [0.8.1a] Combat Chatter v1.8 (update 2018-01-07)
Post by: Histidine on January 06, 2018, 10:19:23 PM
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)
Code
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.
Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Histidine on September 07, 2018, 08:20:53 PM
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)
Code
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
[close]
Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Arkar1234 on September 08, 2018, 09:50:59 AM
Glorious
Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Bastion.Systems on September 08, 2018, 01:18:45 PM
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?

Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Takion Kasukedo on September 08, 2018, 01:43:17 PM
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.
Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: Histidine on September 08, 2018, 07:44:19 PM
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)
Title: Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
Post by: DrakonST on September 10, 2018, 05:17:34 PM
Seriously?
Code
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
Title: Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30)
Post by: Histidine on September 29, 2018, 09:22:44 PM
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)
Code
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
Title: Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30)
Post by: Obsidian Actual on November 12, 2018, 10:47:37 PM
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.
Title: Re: [0.8.1a] Combat Chatter v1.9.1 (fixes 2018-09-30)
Post by: Histidine on November 13, 2018, 04:26:51 AM
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)
Title: Re: [0.9a] Combat Chatter v1.9.2 (update 2018-11-17)
Post by: Histidine on November 16, 2018, 10:04:35 PM
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)
Code
v1.9.2
* Starsector v0.9 compatibility
* SetChatterChar command works if player name is entered; prints error message when specifying invalid character
Title: Re: [0.9a] Combat Chatter v1.9.2 (update 2018-11-17)
Post by: Vayra on November 17, 2018, 12:17:48 AM
god bless your tiny heart
Title: Re: [0.9a] Combat Chatter v1.9.2 (update 2018-11-17)
Post by: Obsidian Actual on November 21, 2018, 11:42:56 AM
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.
Title: Re: [0.9a] Combat Chatter v1.9.2b (fix 2018-11-22)
Post by: Histidine on November 22, 2018, 05:13:10 AM
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)
Code
v1.9.2b
* Fix console commands crash
* Faction-specific character picking off by default
* Fix typo with foulmouth character
Title: Re: [0.9a] Combat Chatter v1.9.2b (fix 2018-11-22)
Post by: nemonaemo on December 10, 2018, 03:37:23 PM
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)
Title: Re: [0.9a] Combat Chatter v1.9.2b (fix 2018-11-22)
Post by: Histidine on December 10, 2018, 06:38:59 PM
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.
Title: Re: [0.9a] Combat Chatter v1.9.2c (update 2010-01-19)
Post by: Histidine on January 19, 2019, 12:15:54 AM
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)
Code
v1.9.2c
* Some console commands now usable in combat
* Smarter detection of which ship is the player's
* Fix a rare crash
Title: Re: [0.9a] Combat Chatter v1.9.2c (update 2010-01-19)
Post by: tindrli on January 20, 2019, 05:56:51 AM
Great Mod. Thank you
Title: Re: [0.9a] Combat Chatter v1.9.2c (update 2010-01-19)
Post by: Shuka on January 20, 2019, 08:25:35 AM
This mod is quite useful, I feel much more aware of how my bro's are doing. Thanks man
Title: Re: [0.9a] Combat Chatter v1.9.2c (update 2019-01-19)
Post by: Phenir on March 25, 2019, 06:56:52 PM
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)
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Histidine on May 11, 2019, 07:02:21 AM
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
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Zeeheld on September 05, 2019, 01:50:02 PM
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!
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Sarissofoi on September 09, 2019, 03:55:13 AM
Would it to possible to add sounds/voice chatter into it?
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Histidine on September 11, 2019, 06:33:17 AM
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.
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Sarissofoi on September 20, 2019, 06:10:17 AM

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?
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Histidine on September 20, 2019, 06:18:25 PM

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:

Code: json
		"start":[
{"text":"Text that gets displayed", "sound":"ui_sound_id_in_sounds.json"},
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: TrashMan on September 23, 2019, 02:52:36 AM
Hmm...wonderful.

How about displaying the officer portrait if available?

Possibly even assigning a personality to an officer? (much mroe complicated)
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Sticks on October 06, 2019, 03:19:29 PM
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.
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Recklessimpulse on October 06, 2019, 03:52:18 PM
I don't think so.
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: AzyWng on October 12, 2019, 04:29:43 PM
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.
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Valikdu on December 02, 2019, 03:08:41 AM
Thanks for the mod!

P.S.: Sola is best girl
Title: Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
Post by: Nym on December 22, 2019, 03:29:36 AM
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.
Title: Re: [0.9.1a] Combat Chatter v1.9.3 (update 2020-04-26)
Post by: Histidine on April 25, 2020, 06:52:12 PM
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
Title: Re: [0.9.1a] Combat Chatter v1.9.3 (update 2020-04-26)
Post by: seewen on May 24, 2020, 03:32:11 AM
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]
Title: Re: [0.9.1a] Combat Chatter v1.9.3 (update 2020-04-26)
Post by: Histidine on May 24, 2020, 05:59:41 AM
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!
Title: Re: [0.9.1a] Combat Chatter v1.9.3 (update 2020-04-26)
Post by: Dazs on June 03, 2020, 05:54:31 PM
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.
Title: Re: [0.9.1a] Combat Chatter v1.9.3 (update 2020-04-26)
Post by: Histidine on June 04, 2020, 02:37:25 AM
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.
Title: Re: [0.9.1a] Combat Chatter v1.9.3 (update 2020-04-26)
Post by: Dazs on June 04, 2020, 04:14:42 AM
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
Title: Re: [0.9.1a] Combat Chatter v1.9.4 (update 2020-08-09)
Post by: Histidine on August 08, 2020, 08:11:11 PM
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
Title: Re: [0.9.1a] Combat Chatter v1.9.4 (update 2020-08-09)
Post by: majorfreak on August 10, 2020, 05:43:53 AM
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)
Title: Re: [0.9.1a] Combat Chatter v1.9.4 (update 2020-08-09)
Post by: Histidine on August 10, 2020, 08:18:05 AM
The font settings are only for the chat box. There's no setting for the popups above ships, although I could add one.
Title: Re: [0.9.1a] Combat Chatter v1.9.4 (update 2020-08-09)
Post by: majorfreak on August 10, 2020, 02:03:36 PM
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 =)
Title: Re: [0.9.1a] Combat Chatter v1.9.4 (update 2020-08-09)
Post by: Frosterus on August 12, 2020, 06:13:16 PM
Appreciate the update. Are the Star Fox character lines just a random personality that can be picked like any ohther?
Title: Re: [0.9.1a] Combat Chatter v1.9.4 (update 2020-08-09)
Post by: Histidine on August 13, 2020, 05:12:28 PM
They are, yep.
Title: Re: [0.9.1a] Combat Chatter v1.10 (update 2020-09-06)
Post by: Histidine on September 06, 2020, 12:28:52 AM
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
Title: Re: [0.9.1a] Combat Chatter v1.10 (update 2020-09-06)
Post by: majorfreak on September 06, 2020, 09:21:23 AM
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!")
Title: Re: [0.9.1a] Combat Chatter v1.10.1 (update 2020-09-26)
Post by: Histidine on September 26, 2020, 03:15:45 AM
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
Title: Re: [0.9.1a] Combat Chatter v1.10.1 (update 2020-09-26)
Post by: Coward on October 13, 2020, 11:20:45 AM
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.
Title: Re: [0.9.1a] Combat Chatter v1.10.1 (update 2020-09-26)
Post by: Histidine on October 13, 2020, 10:31:15 PM
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:
Code: java
runcode ShipAPI ship = Global.getCombatEngine().getPlayerShip();
Global.getCombatEngine().addFloatingText(ship.getLocation(), "big text", 48, Color.WHITE, ship, 0, 0);
Title: Re: [0.9.1a] Combat Chatter v1.10.1 (update 2020-09-26)
Post by: Coward on October 15, 2020, 09:17:33 AM
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.
Title: Re: [0.9.1a] Combat Chatter v1.11 (update 2021-03-24)
Post by: Histidine on March 24, 2021, 02:01:09 AM
"You, solely, are responsible for this."

Spoiler
(https://i.imgur.com/KjKWpQ3.jpg)
[close]

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
Title: Re: [0.9.1a] Combat Chatter v1.11 (update 2021-03-24)
Post by: Kakroom on March 24, 2021, 02:48:14 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: Histidine on March 27, 2021, 07:32:50 PM
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
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: Jaapa on March 30, 2021, 05:23:00 AM
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.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: theDragn on March 30, 2021, 11:56:46 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: Histidine on April 01, 2021, 12:42:56 AM
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))
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: robepriority on April 05, 2021, 01:24:58 PM
Is there customization/documentation of the into splash availability? I'm not sure what the conditions are for the splash to appear.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: Panteradactyl on April 05, 2021, 05:11:33 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: RemnantAI on April 05, 2021, 06:16:13 PM
The mod is excellent. Thank you.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: NoMercyForLudds_ on April 08, 2021, 05:09:46 PM
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?
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: Histidine on April 08, 2021, 06:35:45 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: Malignity. on April 19, 2021, 01:34:02 PM
hey histi, thanks for making this mod. its great
Title: Re: [0.95a] Combat Chatter v1.11.1 (update 2021-03-28)
Post by: ThatOneWeirdo on May 22, 2021, 01:33:23 AM
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
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Histidine on May 26, 2021, 01:27:05 AM
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
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Arcagnello on June 02, 2021, 03:26:43 AM
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)
[close]

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
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Faeren on June 22, 2021, 02:15:23 AM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Killsode on June 22, 2021, 04:29:29 AM
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
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Histidine on June 23, 2021, 03:14:57 AM
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).
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Faeren on June 24, 2021, 04:31:40 AM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Killian on June 25, 2021, 08:30:09 AM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Histidine on June 25, 2021, 06:42:28 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Killian on June 25, 2021, 10:45:04 PM
@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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Killian on June 30, 2021, 03:06:00 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Histidine on July 02, 2021, 07:42:08 AM
Nice, thanks!
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: DeclanFrost on July 09, 2021, 01:16:59 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Killian on July 09, 2021, 01:51:52 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: DeclanFrost on July 09, 2021, 02:37:23 PM
Just fixed it. I broke something in the shaxx file so I just deleted it.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: JUDGE! slowpersun on July 15, 2021, 10:48:12 PM
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...
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Histidine on July 15, 2021, 11:58:49 PM
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.)
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: JAL28 on August 13, 2021, 09:15:36 PM
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
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: Histidine on August 15, 2021, 08:17:39 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
Post by: MrMagolor on September 10, 2021, 01:44:21 PM
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
[close]
from Hazard Mining would be pretty good candidates.
Title: Re: [0.95a] Combat Chatter v1.11.3 (update 2021-10-31)
Post by: Histidine on October 30, 2021, 10:36:53 PM
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
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on November 09, 2021, 06:55:38 PM
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
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Nine Ball on November 09, 2021, 07:20:52 PM
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
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on November 11, 2021, 05:31:28 AM
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).
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: ciph on January 12, 2022, 04:10:29 AM
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 :)
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: mora on January 29, 2022, 09:59:51 PM
Any way to disable everything except for the fleet intros?
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on January 29, 2022, 10:47:19 PM
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
Code: json
"lines":{}
like null.json has.
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: mora on January 30, 2022, 03:46:26 AM
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
Code: json
"lines":{}
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.)
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on January 30, 2022, 05:18:07 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: IGdood on February 12, 2022, 09:35:21 PM
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
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Sunnyko on April 05, 2022, 03:57:59 PM
Is there some way to make it so that only certain personalities are used for the players ships specifically?
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on April 05, 2022, 08:07:47 PM
There isn't such a way. Although for player character, I'd recommend manually picking a suitable personality using the SetChatterChar console command.
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Bulletkin on April 13, 2022, 04:44:02 PM
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?
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on April 13, 2022, 11:27:06 PM
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)
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Bulletkin on April 14, 2022, 02:42:00 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Dreadnought70 on May 27, 2022, 07:47:52 AM
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?
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Histidine on May 27, 2022, 07:41:32 PM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on June 25, 2022, 04:01:06 AM
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
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: atreg on June 25, 2022, 09:40:34 PM
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]
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Somtaaw on July 27, 2022, 06:24:40 PM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on July 28, 2022, 07:30:52 AM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Somtaaw on July 28, 2022, 06:48:31 PM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Catscrath on November 05, 2022, 05:52:37 AM
"This is a cake walk."
"Alert! Alert! Hull breach!"
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: SpaceDrake on November 10, 2022, 11:08:54 PM
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?
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on November 15, 2022, 05:24:03 AM
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
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Reshy on December 02, 2022, 07:29:55 PM
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?
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on December 04, 2022, 05:19:43 AM
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
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Reshy on December 04, 2022, 11:14:04 AM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Zumberge on January 04, 2023, 04:06:43 PM
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)
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on January 05, 2023, 08:29:50 AM
No problem!

Do you want it included in the mod*, or are you just sharing it here?
*terms and conditions may apply
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Zumberge on January 05, 2023, 07:54:10 PM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Statius on January 06, 2023, 12:22:16 PM
Is there a way for have dialogue use the officer's or ship's name in it, for the classic robot pilot launch sequence?
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on January 07, 2023, 04:35:01 PM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Zumberge on January 07, 2023, 08:11:33 PM
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.
Title: Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
Post by: Mokare on January 21, 2023, 06:00:34 PM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Histidine on January 24, 2023, 05:08:15 AM
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.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Bulletkin on January 25, 2023, 12:51:57 PM
I'm throwing together another folder of chatter characters. There's more of them, and they're all of even more questionable quality.
Title: Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
Post by: Bulletkin on March 23, 2023, 07:20:36 PM
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)
Title: Re: [0.95.1a] Combat Chatter v1.13.1 (update 2023-04-14)
Post by: Histidine on April 14, 2023, 04:01:42 AM
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
Title: Re: [0.95.1a] Combat Chatter v1.13.1 (update 2023-04-14)
Post by: SpaceDrake on April 14, 2023, 04:10:47 AM
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
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Histidine on May 05, 2023, 07:25:30 PM
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
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: eidolad on May 13, 2023, 06:35:32 PM
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.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: JT on June 13, 2023, 09:16:37 PM
CTD in combat when trying to load a line:
Spoiler
Quote
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)

[close]

The referenced source code line from the crash log is:
Code
		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.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Histidine on June 16, 2023, 11:03:19 PM
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.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: NOVAC on June 21, 2023, 07:59:15 PM
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!
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: ymfah on July 04, 2023, 06:51:03 AM
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!
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: 5ColouredWalker on July 10, 2023, 04:01:04 PM
Well, those are some Homeworld Flashbacks. That's going in.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Myo on July 12, 2023, 06:43:19 AM
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.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: thinkling on August 31, 2023, 04:40:10 AM
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]
[close]

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!
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Histidine on September 02, 2023, 06:48:09 PM
Hello!

Yeah that's not the relevant part of the log. If you're still having issues, can you post the full log file?
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Cellular on September 03, 2023, 10:53:01 AM
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!"
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Starslinger909 on September 21, 2023, 12:40:41 PM
Does this mod still work in .96a RC10 even tho it requires an outdated version of Magic Lib?
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Lycaeon on September 21, 2023, 03:30:47 PM
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.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: NocturneOfSolace on October 07, 2023, 04:00:38 PM
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?
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Histidine on October 07, 2023, 07:25:26 PM
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.
Title: Re: [0.96a] Combat Chatter v1.13.2 (update 2023-05-05)
Post by: Lycaeon on November 09, 2023, 08:46:18 AM
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.
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: Histidine on November 17, 2023, 08:26:25 PM
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
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: yesman on January 17, 2024, 08:55:17 PM
How do you add custom characters? I made the .json and placed it in /chatter/ but it doesn't show up in game.
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: Histidine on January 17, 2024, 11:46:22 PM
Make sure you've also added the relevant file to data\config\chatter\characters.csv
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: yesman on January 19, 2024, 01:25:18 PM
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
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: Histidine on January 19, 2024, 05:52:48 PM
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.
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: yesman on January 19, 2024, 08:34:31 PM
JSONlint worked, thank you!
Title: Re: [0.96a] Combat Chatter v1.14.0 (update 2023-11-18)
Post by: Matheld on February 14, 2024, 02:08:28 AM
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.
Title: Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
Post by: Histidine on February 18, 2024, 03:09:55 AM
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
Title: Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
Post by: OOZ662 on February 20, 2024, 08:26:52 PM
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.
Title: Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
Post by: Matheld on February 29, 2024, 03:48:29 PM
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..
Title: Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
Post by: Jimminy Crimbles on February 29, 2024, 06:17:35 PM
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
Code
printchatterchars all
to get the list of available profiles and
Code
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
Title: Re: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
Post by: Matheld on February 29, 2024, 06:31:12 PM
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
Code
printchatterchars all
to get the list of available profiles and
Code
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!