Adding additional voices existing NPC's

Post » Mon Jun 18, 2012 1:23 pm

I am working on a mod that will add a greater variety of male/female voices to the engine to pull from for it's non-essential NPC's (guards, necromancers, forsworn, etc.) and am having difficulty locating the files. I know that all the audio and lip synch files are compiled into archives with the .fuz file extension. I am not wishing to change the sync - between the actors performance and my audio editing, I'll make them fit in the existing lip synch data...

Any idea how that can be done?
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Lizzie
 
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Post » Mon Jun 18, 2012 7:09 pm

Still hoping for an answer for this...
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Albert Wesker
 
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Post » Mon Jun 18, 2012 7:48 am

I'm sorry, could you clarify? Are you trying to modify the voice files themselves? Or trying to make the mod recognize voice files you're adding?
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Robyn Howlett
 
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Post » Mon Jun 18, 2012 10:44 am

Thanks for the reply. I am working on a mod called "Skyrim Vocal Variation" and I want to be able to assign different voices files independent of the lip-synch files. The goal is two part:
  • To add more variety to guard voices (generally you hear a small selection of about 10 voices when you pass a guard). I also want to enable orc/khajiit/argonian guards for modders in the future.
  • To replace an existing voice in the group to aid with modding in the future - that way a given modder wouldn't have to worry about having a future voice actor have to impersonate an NPC voice... we'd just add the new voice layer and only have to lip-synch any new dialogue.
Hope that is clearer :)
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SexyPimpAss
 
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Post » Mon Jun 18, 2012 12:51 pm

Ah... so when the game tells a guard to say "... but I took an arrow to the knee" in maleDorkyNord voice, you want to get it to say something else, in a different voice. The game, as it stands, draws mainly from Nord and Imperial voices for their local Nord and Imperial guards. Oh, and also mainly Nord voices for those SonsofSkyrim. And this bugs you, so you want to enable the game to use other races and voices for the most generic NPC types. Also, if a voice doesn't exist for a dialogue, apparently, it doesn't get said, even in subtitles. So just giving a dialogue to an NPC won't work. They have to have the voices to go with them. (I've seen people running into this problem with follower and marry mods.)

The Orcs already have/are guards. They even have their own faction. I don't know if you run into any that are actually active in the Legion (in Legion armor, in Legion camps, etc) - I don't recall seeing one. But they have the guard dialogue already - for the strongholds anyways. Most of it can be used generically though.

Have you exported the dialogue of the guards? It'll show you what files are associated with what particular piece of guard wisdom.
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Juliet
 
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Post » Mon Jun 18, 2012 12:46 pm

Actually, I want to add more Nord and Imperial voices so you don't hear the same 6 actors across the entire continent and the same orc guard voice in every settlement. I don't want to change the timing so the sync files will still match up. I have exported all the dialogue and have the text of every line a guard says, regardless of faction. I have actors waiting to record... I just need a way to import the additional audio files into the existing .fuz files.
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Scared humanity
 
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