Hey all, I've recently begun digging around the CSC and I'm really excited about the potential it offers. I have a few questions though, if someone has the time (hopefully this board is still alive?).
How do I add the voiced background chatter to my custom story? I know others have done it but I'm unsure where to add it. It seems to also work with the original story if I export that as though it were a custom one.
When prohibiting roam areas, what's the easiest or most efficient way to disable the back garden completely? I was adding prohibited locations like gazebo, firepit etc. but there are quite a few of them and it would be timely to do this for every character I choose to include. I'd also like the option of disabling upstairs and garage, at game start.
Is there a way to subtract friendship/romance values? I can see the add and equal qualifiers, but no way to tell the game to "-2" friendship if a social interaction goes poorly.
I'm sure there are more questions I'm forgetting as I type this, but I'll come back and ask more if I remember them. Thanks in advance, happy new year
Last edited by PartyHost on Tue Mar 18, 2025 11:15 am, edited 1 time in total.
PartyHost wrote: Sun Jan 05, 2025 9:35 am
How do I add the voiced background chatter to my custom story? I know others have done it but I'm unsure where to add it. It seems to also work with the original story if I export that as though it were a custom one.
Assuming you're using the latest CSC (1.3.3), in the "current aspect" dropdown, there's a selection for background chatter. You can use "add new background chatter" to add chatter lines. Be aware that, if you write new chatter text, you need to check "play voice acting at zero volume" or the system will play the original story audio for the corresponding line. If you want to use the original story's chatter lines, you'll either need to start from a copy of the original story or copy the lines in from the OS. The latter is a bit of a chore unless you do some text file editing...
PartyHost wrote: Sun Jan 05, 2025 9:35 amWhen prohibiting roam areas, what's the easiest or most efficient way to disable the back garden completely? I was adding prohibited locations like gazebo, firepit etc. but there are quite a few of them and it would be timely to do this for every character I choose to include. I'd also like the option of disabling upstairs and garage, at game start.
It might be easier to add a few allowed locations instead. My understanding is that adding even one "allowed" location prohibits all other locations... I haven't experimented much with this myself.
PartyHost wrote: Sun Jan 05, 2025 9:35 amIs there a way to subtract friendship/romance values? I can see the add and equal qualifiers, but no way to tell the game to "-2" friendship if a social interaction goes poorly.
If you want to keep all default roaming locations from inside the house and only restrict outside locations, it may be a bit tricky, since you would need to restrict a lot of locations manually.
4 hot tub seats
4 chairs near fire pit
all seats near gazebo
plus several standing locations that are roamable by default:
one near fire pit
one between hot tub and gazebo ("outside")
one at the center of gazebo
one at each side of the fence (dark and light corner)
Unfortunately, I do not have a name for each location.
What you can do is to force change location, when inside the game, then write down each location name from the outside that can happen. Then add each one to the restrict list, until eventually all are populated.
It might work to add an Enters Zone event for YardPathGardenZone that cancels a character's current roaming target and sends them to a location back inside the house. Although it would be pretty kludgy...
Thanks guys. I think the best option is just to map out the allowed zoning areas instead, and add them as needed. Forbidding the entire outside plus upstairs at game start seems much messier.
What I'm going to try to do is run an event trigger to check a value (eg AllowedOutside = 1) and add the roaming areas that way. Should be okay, I think. Worth an experiment, if nothing else.
Could anyone explain the differences between responses and global responses? Am I safe to only use responses? This is in relation to scripted dialogue.
PartyHost wrote: Tue Feb 25, 2025 7:27 pm
Hey all.
Could anyone explain the differences between responses and global responses? Am I safe to only use responses? This is in relation to scripted dialogue.
Global responses appear for any dialogue line where you click the checkbox "show global responses." Just a way to be efficient with responses you want to have available in multiple places. You're fine just using regular responses, though.
PartyHost wrote: Tue Feb 25, 2025 7:27 pm
Hey all.
Could anyone explain the differences between responses and global responses? Am I safe to only use responses? This is in relation to scripted dialogue.
Global responses appear for any dialogue line where you click the checkbox "show global responses." Just a way to be efficient with responses you want to have available in multiple places. You're fine just using regular responses, though.
Got you. So a use case for this would be if you ask a character something and their dialogue ends with "Do you need anything else?" I guess. You could then list some quest starters or branch into whatever else is available to say.