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Combat Music & Neeshka

Posted: Wed Apr 21, 2010 8:59 am
by Solusek
Yes, odd thread title there, but it leads to two unrelated questions.

#1: Is there any way to turn off the combat music in NWN2, and just the combat music? Cause I actually love the background music in general, it's just that the combat theme is so unbelievably annoying... I can't believe I seem to be the only one who feels that way. I've searched everywhere, but haven't found anything fitting.

#2: Seriously, what is it with Obsidian? They keep patching and patching, but they don't patch the important stuff. There are still some weird or cut off sounding dialogue responses in the main campaign, Neeshka's alignment is STILL Neutral, when she's obviously Chaotic Neutral, etc. Is there some kind of unofficial patch that addresses all these issues?

Any help would be much appreciated!


So long,
Sol

Posted: Wed Apr 21, 2010 2:03 pm
by Tricky
Solusek wrote:#1: Is there any way to turn off the combat music in NWN2, and just the combat music? Cause I actually love the background music in general, it's just that the combat theme is so unbelievably annoying... I can't believe I seem to be the only one who feels that way. I've searched everywhere, but haven't found anything fitting.
I like this idea. I liked it for nearly every game I was able to change that.

At the end of the day it is a music file somewhere, either in a directory or import/exportable through the editor into the campaign. You don't modify anything, you only replace thát file with a silent mp3 that has the same name, same bitrate, etc. If you have to import/export stuff directly into a module for it, you may have to do it seperately for every module.

The size of the replacement mp3 probably doesn't have to match the origininal, but it would be wise not to make it too small. A 0 ~ 100 kilobyte mp3 can conceivably add too much quickly looping script into the runtime. It may or may not be an issue, but it just as well avoided.

Posted: Wed Apr 21, 2010 2:56 pm
by Solusek
Tricky wrote:I like this idea. I liked it for nearly every game I was able to change that.

At the end of the day it is a music file somewhere, either in a directory or import/exportable through the editor into the campaign. You don't modify anything, you only replace thát file with a silent mp3 that has the same name, same bitrate, etc. If you have to import/export stuff directly into a module for it, you may have to do it seperately for every module.

The size of the replacement mp3 probably doesn't have to match the origininal, but it would be wise not to make it too small. A 0 ~ 100 kilobyte mp3 can conceivably add too much quickly looping script into the runtime. It may or may not be an issue, but it just as well avoided.
Sorry, still a little helpless here. Which files exactly do I have to replace?

Posted: Wed Apr 21, 2010 4:51 pm
by Tricky
That's part of the joy of being the first to figure that out. :)

If there's a music or media directory in it, it should be pretty obvious. From what I remember of accessing the voice files in previous Bioware games (KOTOR), some kind of export/convertion tool was needed to hear them. But those where voice clips, not music files.

One thing you have to hand to Bioware is that they pretty much stuck to the basic sort of structural design they first laid out in NWN1. You can recognize similar file types and directory structure in KOTOR, Jade Empire, NWN2 and perhaps even Mass Effect & Dragon Age.

Draw from this when doing your internet searches. I can pretty much guarantee you the answer is out there. I would help you, but I won't have access to my own computer for at least another three months. The good folks at the Bioware modding forums will be able to give you more solid pointers, I'm sure.