Left 4 Dead 2

Left 4 Dead 2

Lochlan's Talker [UPDATED!]
Lochlan  [developer] 16 Jun, 2023 @ 8:48am
Put your Suggestions and any Errors you find here please!
Put any Suggestions you have and Errors you find here.
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Showing 1-15 of 51 comments
(^^^) Xeno 17 Jun, 2023 @ 12:56am 
Things I'd like to hear about the next patch

-The survivors will scream when they accidentally step on Spitter acid and fire.
-Change their healing sounds, including the pills, adrenaline (Idk they moan after using an item, lol).
-L4D2 survivors will now say thanks after being healed, saved, or sharing an item.
-And lastly, don't make it too serious; it's better to have a sense of silly humour. That's what makes the game special to us.
Last edited by (^^^) Xeno; 20 Jun, 2023 @ 3:41am
kib04060 15 Jul, 2023 @ 2:27pm 
I think for the next patch you should add some cut campaign lines if there's anymore left or like improve them for the l4d1 and l4d2 survivors
Last edited by kib04060; 15 Jul, 2023 @ 2:28pm
(^^^) Xeno 20 Jul, 2023 @ 8:45am 
Could you make it default when Ellis is calling the other survivors saying ma'am, big man, or "sir? I like him being polite. And Ellis does have a habit of name-calling someone, so maybe you could apply it to the SI too, like leaper, hopper, goo guy, you know the rest. WHIRLY BIRD!
Last edited by (^^^) Xeno; 20 Jul, 2023 @ 9:10am
(^^^) Xeno 27 Jul, 2023 @ 4:10am 
What about if a survivor successfully escapes, they use their cheer voicelines while the escape vehicle is doing its job, the player will hear the survivor voices celebrating their escape.
Nanashi 3 Aug, 2023 @ 11:33am 
Originally posted by Xeno ::
What about if a survivor successfully escapes, they use their cheer voicelines while the escape vehicle is doing its job, the player will hear the survivor voices celebrating their escape.
That's a feature in the Actively Talker, which can be used alongside Lochlan's.
Nanashi 3 Aug, 2023 @ 11:40am 
Could you perhaps repurpose some of the L4D1 survivors' generic "careful" lines as warnings for L4D2 specials?
(^^^) Xeno 15 Aug, 2023 @ 12:05am 
Maybe when the survivors hits the black-and-white vision add the line borrowing their medkit?
Faka (not real) 31 Aug, 2023 @ 2:16pm 
I found a weird ass bug, that when I use my vocalizer (Helrika's Vocalizer) and use the menu "Miscellaneous 3" of that vocalizer, and use the "Ridden" voice line command on Francis once or three or five times the game crashes.

It happens on Local Server or Singleplayer. It seems as if there was an extra voice line of Francis being ridden by a Jockey. I am sure that the cause is your Talker and maybe you made a mistake adding a voice line of Francis that doesn't exist or did you write it wrong.

I hope you can fix it and maybe the solution according to me (I don't have much experience with scripts or talker) would be to remove or leave default the GrabbedByJockey or RiddenByJockey or something that has to do with Jockey.

Probably there is another bug with another survivor but I have already played with all of them and it always happens to me with Francis.:steamsad:
Lochlan  [developer] 31 Aug, 2023 @ 7:33pm 
Originally posted by Faka:
I found a weird ass bug, that when I use my vocalizer (Helrika's Vocalizer) and use the menu "Miscellaneous 3" of that vocalizer, and use the "Ridden" voice line command on Francis once or three or five times the game crashes.

It happens on Local Server or Singleplayer. It seems as if there was an extra voice line of Francis being ridden by a Jockey. I am sure that the cause is your Talker and maybe you made a mistake adding a voice line of Francis that doesn't exist or did you write it wrong.

I hope you can fix it and maybe the solution according to me (I don't have much experience with scripts or talker) would be to remove or leave default the GrabbedByJockey or RiddenByJockey or something that has to do with Jockey.

Probably there is another bug with another survivor but I have already played with all of them and it always happens to me with Francis.:steamsad:

Tried this out for myself and crashed as well, very weird. I'm VERY close to releasing the next update for this so what I'll do is right after releasing it I'll make another mod that just reverts Francis' grabbed by jockey lines back to normal as a temporary work around. Thanks for pointing this out. I know I'm not very active on this page but know I'm looking at this all the time!
Faka (not real) 31 Aug, 2023 @ 8:30pm 
Originally posted by Lochlan:
Originally posted by Faka:
I found a weird ass bug, that when I use my vocalizer (Helrika's Vocalizer) and use the menu "Miscellaneous 3" of that vocalizer, and use the "Ridden" voice line command on Francis once or three or five times the game crashes.

It happens on Local Server or Singleplayer. It seems as if there was an extra voice line of Francis being ridden by a Jockey. I am sure that the cause is your Talker and maybe you made a mistake adding a voice line of Francis that doesn't exist or did you write it wrong.

I hope you can fix it and maybe the solution according to me (I don't have much experience with scripts or talker) would be to remove or leave default the GrabbedByJockey or RiddenByJockey or something that has to do with Jockey.

Probably there is another bug with another survivor but I have already played with all of them and it always happens to me with Francis.:steamsad:

Tried this out for myself and crashed as well, very weird. I'm VERY close to releasing the next update for this so what I'll do is right after releasing it I'll make another mod that just reverts Francis' grabbed by jockey lines back to normal as a temporary work around. Thanks for pointing this out. I know I'm not very active on this page but know I'm looking at this all the time!

Thank you Lothlan. Take the time you need.
This talker is too good and I know how hard you're trying :steamthumbsup:
ion 2 Sep, 2023 @ 7:50am 
Hello again! Your implementation of Rochelle's defib line specific to Ellis has got me thinking... First of all congratulations, it's a very nice addition since it's an interesting unused line! But as it stands now in your talker it's not optimal (requires Coach and Nick to be alive), so I have a solution for it.

What you need to check is if Ellis is dead and the distance from him. No need to check if any other survivor is alive. So here's the code I suggest:

Response PlayerUsingDefibrillatorMechanicProducer { scene "scenes/Producer/Defibrillator12.vcd" //Don't go towards the light, Ellis! } Rule PlayerUsingDefibrillatorMechanicProducer { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsMechanicNotAlive IsMechanicNear200 ChanceToFire90Percent Response PlayerUsingDefibrillatorMechanicProducer }

I saw you've also added a very small chance for regular defib lines to trigger, so that's why I suggested here to make this rule 90% chance to trigger (not always). So no need for adding other scene files.

Also, keep in mind Rochelle mentions Ellis by name here, so it would be wise to make another rule which will prevent that before survivors introduced in elevator in C1M1:

Rule PlayerUsingDefibrillatorMechanicC1Producer { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsMechanicNotAlive IsMechanicNear200 ismap_c1m1_hotel NoKnowNames Response PlayerUsingDefibrillatorProducer }

One last thing... Detection of dead characters (especially from L4D1 gang) is quite buggy, so to say. I know this because I had similar problems with "Mourn" line in my vocalizer. It's best to position yourself below the dead character because sometimes it won't work if you come from the head side. This is how the game works and nothing we can do about it.

I hope this helps and that you'll implement this in a future talker update. Cheers! ;)
ion 2 Sep, 2023 @ 8:03am 
Originally posted by ion:
I saw you've also added a very small chance for regular defib lines to trigger, so that's why I suggested here to make this rule 90% chance to trigger (not always). So no need for adding other scene files.

Further thoughts... Since players can spam this line with defibrillator, maybe you should put this chance to much lower, let's say 30%, max 50%. But it's really up to you.
Bitz 2 Sep, 2023 @ 4:10pm 
For a suggestion, how about your character says their chainsaw rampage lines when shooting the m60 for a long time?
Lochlan  [developer] 4 Sep, 2023 @ 12:55am 
Originally posted by ion:
Hello again! Your implementation of Rochelle's defib line specific to Ellis has got me thinking... First of all congratulations, it's a very nice addition since it's an interesting unused line! But as it stands now in your talker it's not optimal (requires Coach and Nick to be alive), so I have a solution for it.

What you need to check is if Ellis is dead and the distance from him. No need to check if any other survivor is alive. So here's the code I suggest:

Response PlayerUsingDefibrillatorMechanicProducer { scene "scenes/Producer/Defibrillator12.vcd" //Don't go towards the light, Ellis! } Rule PlayerUsingDefibrillatorMechanicProducer { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsMechanicNotAlive IsMechanicNear200 ChanceToFire90Percent Response PlayerUsingDefibrillatorMechanicProducer }

I saw you've also added a very small chance for regular defib lines to trigger, so that's why I suggested here to make this rule 90% chance to trigger (not always). So no need for adding other scene files.

Also, keep in mind Rochelle mentions Ellis by name here, so it would be wise to make another rule which will prevent that before survivors introduced in elevator in C1M1:

Rule PlayerUsingDefibrillatorMechanicC1Producer { criteria ConceptPlayerUsingDefibrillator IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsMechanicNotAlive IsMechanicNear200 ismap_c1m1_hotel NoKnowNames Response PlayerUsingDefibrillatorProducer }

One last thing... Detection of dead characters (especially from L4D1 gang) is quite buggy, so to say. I know this because I had similar problems with "Mourn" line in my vocalizer. It's best to position yourself below the dead character because sometimes it won't work if you come from the head side. This is how the game works and nothing we can do about it.

I hope this helps and that you'll implement this in a future talker update. Cheers! ;)

Done, thanks for this!

I'm not very experienced in this whole talker business so things like this help a lot!
Nanashi 4 Sep, 2023 @ 7:33am 
What do you think about someone responding with thanks after they get praised for a nice shot? Though it should only trigger rarely, otherwise it'd be obnoxious if they constantly did so.
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