-
Notifications
You must be signed in to change notification settings - Fork 0
Event
This tab controls elements of the Randomisation process that affect the EventPlaybook.epb
file in cache.arc
, which is responsible for controlling various attributes of the game's cutscenes.
Changes what scene lua binary (.lub
file) each event should use to determine the lighting of characters and the environment for in-engine cutscenes; for more information on what scene lua binaries control, check the Scene Tab's page. The available scene lua binaries can be configured in the list on the first tab of the sub box to the right.
Randomly rotates every in-engine cutscene on the X axis (pitch), this option tends to look very weird, often resulting in the environment around characters and objects being completely upside down.
Randomly rotates every in-engine cutscene on the Y axis (yaw), unlike the X and Z axis, rotating on this value tends to look OK.
Randomly rotates every in-engine cutscene on the Z axis (roll), this option tends to look very weird, often resulting in the environment around characters and objects being completely upside down.
Randomises the origin point to base each in-engine cutscene off on the X axis.
Randomises the origin point to base each in-engine cutscene off on the Y axis.
Randomises the origin point to base each in-engine cutscene off on the Z axis.
Takes all of the XMAs associated with the in-engine cutscenes and shuffles them around, mixing up what voice lines play where.
This option can only be selected if Shuffle Event Voice Lines is enabled, and simply mixes in the Japanese event lines as well. This also affects the Include Gameplay Lines option (see below).
This option can only be selected if Shuffle Event Voice Lines is enabled, and simply mixes in the voice lines used in regular gameplay as well. Any installed Voice Packs will also be included in this randomisation.
Randomly selects a terrain map to place each in-engine cutscene into. The available maps can be configured in the list on the second tab of the sub box to the right.
Randomises which cutscenes play at what point, this affects both in-engine and prerendered cutscenes, and is the most amusing in a story mode playthrough.
Leaves the prerendered full motion video scenes alone when shuffling the event order, useful for keeping down filesizes of the final randomisation.
Takes any cutscene that has a music track in it and replaces it with a song from the main game, also including any custom songs the user has added. Due to limitiations in how event music works, the song will play from the very start of the cutscene, even if the original track is supposed to start playing at the very end of the scene.
Replaces three tracks generated by the Randomise Event Music
with silence, to avoid the end of the Time-Space Rift cutscene from devolving into noise as four songs play atop each other.