. . . Posted July 1, 2017 Share Posted July 1, 2017 Hello, I need some help if someone can help that be awesome ! So, is there a way I use this code- inst.components.talker.mod_str_fn = Umlautify -then my character uses "ö" instead "o" when a certain value is true then vice-versa when that value false? Is this possible? Thanks for reading my problem, have a good day/night ! Link to comment https://forums.kleientertainment.com/forums/topic/80296-way-to-enabledisable-character-speech-umlautify/ Share on other sites More sharing options...
Aquaterion Posted July 4, 2017 Share Posted July 4, 2017 u could probably just call that code again but setting it to nil instead when you want it to be normal again. Link to comment https://forums.kleientertainment.com/forums/topic/80296-way-to-enabledisable-character-speech-umlautify/#findComment-936914 Share on other sites More sharing options...
. . . Posted July 4, 2017 Author Share Posted July 4, 2017 It seems that it only works in common_postinit which means I can't make it nil on my event in master_postinit or modmain ..is there maybe another way or it's not possible to change something in common_postinit? Link to comment https://forums.kleientertainment.com/forums/topic/80296-way-to-enabledisable-character-speech-umlautify/#findComment-936953 Share on other sites More sharing options...
. . . Posted July 9, 2017 Author Share Posted July 9, 2017 ...so, I'm guessing this is impossible, right ? Link to comment https://forums.kleientertainment.com/forums/topic/80296-way-to-enabledisable-character-speech-umlautify/#findComment-938165 Share on other sites More sharing options...
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