diff --git a/apps/openmw/mwdialogue/dialoguemanagerimp.cpp b/apps/openmw/mwdialogue/dialoguemanagerimp.cpp index c1ebaf10e..42ac70f9c 100644 --- a/apps/openmw/mwdialogue/dialoguemanagerimp.cpp +++ b/apps/openmw/mwdialogue/dialoguemanagerimp.cpp @@ -654,8 +654,17 @@ namespace MWDialogue if(info != NULL) { MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager(); - if(winMgr->getSubtitlesEnabled()) - winMgr->messageBox(info->mResponse); + if (winMgr->getSubtitlesEnabled()) + /* + Start of tes3mp change (minor) + + Prevent subtitles for NPC sounds from being added to a currently open dialogue window, + which wasn't a problem in regular OpenMW because time was frozen during dialogue + */ + winMgr->messageBox(info->mResponse, MWGui::ShowInDialogueMode_Never); + /* + End of tes3mp change (minor) + */ if (!info->mSound.empty()) sndMgr->say(actor, info->mSound); if (!info->mResultScript.empty()) diff --git a/apps/openmw/mwmp/DedicatedActor.cpp b/apps/openmw/mwmp/DedicatedActor.cpp index b23abaf26..cc51df983 100644 --- a/apps/openmw/mwmp/DedicatedActor.cpp +++ b/apps/openmw/mwmp/DedicatedActor.cpp @@ -138,7 +138,7 @@ void DedicatedActor::playSound() MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager(); if (winMgr->getSubtitlesEnabled()) - winMgr->messageBox(response); + winMgr->messageBox(response, MWGui::ShowInDialogueMode_Never); sound.clear(); }