2 Questions about Dialogue

Post » Sun Nov 18, 2012 8:07 am

Hello, I have 2 probably noobish questions about dialogue and I'd sincerely appreciate your help!

1. I recorded empty sound files for my custom dialogue. Works great except, the actors stare blank-faced while delivering the dialogue. No lip movements and oddly even the facial expressions seem to remain neutral.

2. I have an actor run a forceGreet package on a player as part of one of my quest scenes. The dialogue for this package has many response texts under one topic. While the actor does run through all the dialogue as expected, a prompt is brought up for the player with "..." as the only possible response the whole time he's speaking. Why is this happening. Normally there is no prompt when an actor is running through a set of response texts.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Sun Nov 18, 2012 7:18 pm

Hello, I have 2 probably noobish questions about dialogue and I'd sincerely appreciate your help! 1. I recorded empty sound files for my custom dialogue. Works great except, the actors stare blank-faced while delivering the dialogue. No lip movements
isn't that what the calculate voice assets button does? create lip-sync, i mean

for the other things, i just can tell you geck, didn't do any dialogue in ck yet, but i think most should apply in ck also:

and oddly even the facial expressions seem to remain neutral.
facial expressions can be assigned to any info, right in the tab where you type in the info text. think they don't show before you have lip-sync though (not all sure about that last part)

2. I have an actor run a forceGreet package on a player as part of one of my quest scenes. The dialogue for this package has many response texts under one topic. While the actor does run through all the dialogue as expected, a prompt is brought up for the player with "..." as the only possible response the whole time he's speaking. Why is this happening. Normally there is no prompt when an actor is running through a set of response texts.
looks like you did an info-response-combo for every line of text. if your actor has more than one line after a single player response, you'd just make _one_ response and add several infos to it instead
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Sun Nov 18, 2012 8:32 am

Hey, thanks for your help!

1. My sound files are devoid of actual sound. They're just blank sound so that the actor pauses long enough for the player to read the subtitles. Is there no way to create lip movements even as a generic package? If I can't does this mean I can't have the actors use expressions either?

2. I'm assuming you meant I should have one info with a series of response lines. If so, that is how I have the dialogue set up. I have it sort of working by marking both dialogues as blocking, even though only one is valid at a time. Additionally, is the actor supposed to not -grab- the player (e.g. make the player look at the actor and force him to click to escape from dialogue) if there's only one topic. I wanted him to do so and the only way I can make that happen is by creating two topics and setting up an invisible-continue between them.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Sun Nov 18, 2012 1:37 pm

1. My sound files are devoid of actual sound. They're just blank sound so that the actor pauses long enough for the player to read the subtitles. Is there no way to create lip movements even as a generic package? If I can't does this mean I can't have the actors use expressions either?
Not as far as I know (unless there is an external tool you can use, I never seen anyone report one here though)

2. I'm assuming you meant I should have one info with a series of response lines. If so, that is how I have the dialogue set up. I have it sort of working by marking both dialogues as blocking, even though only one is valid at a time. Additionally, is the actor supposed to not -grab- the player (e.g. make the player look at the actor and force him to click to escape from dialogue) if there's only one topic. I wanted him to do so and the only way I can make that happen is by creating two topics and invisible-linking them.
Grab is a bit harsh ... NPC just starts talking. When finished with the force greet, player and npc are left in Dialogue Mode (tab to escape)

Not seen this "..." though, so can't help you there. I have done a few multi-line speeches and not seen this problem, but then I'm not sure I have ever explicitly tested for it ... maybe if you interupt a series of dialogue lines in a force greet that is what the game does??
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm


Return to V - Skyrim