Some trouble with dialogue

Post » Tue Jun 19, 2012 2:43 pm

Hi. I made an npc and if the player is talking to this npc they should have a nice talk (dialogue) and after that the player should get a quest. Well everything is fine, I have just some trouble with the dialog.

1.) If Im speaking with the npc, I dont see the answer. Im not recording a voice I just write a text. Dialogue Views/New Branch and adding my option and the answer of the npc as string. After a little search I found the option "Force Subtitle", so I thought that will fix my problem, but no. I dont see the answer of the npc.

2.) There is fix for the first problem, even if I dont like it: the player has to enable ingame subtitle - I dont like this solution, but now I can see the answer of the npc. And now there is the problem that the answer is only for 1 second on the screen...thats not enough to read it (if you have 144chars to read). How can I make it stay longer? And the npc should move the mouth, that looks much realistic.

Any ideas? Thank you.
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Pawel Platek
 
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Post » Tue Jun 19, 2012 8:36 am

Have you got in the dialogue condition GetIsID?
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Crystal Clear
 
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Post » Tue Jun 19, 2012 11:07 pm

How can I make it stay longer? And the npc should move the mouth, that looks much realistic.

You need to create lips files in order to you can to read much more than 1 seconds
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Bird
 
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Post » Tue Jun 19, 2012 9:21 am

Yes, you need to go into the "Edit Response" dialog box and record a few seconds of dialog (or just silence) so that the caption text will stay on the screen long enough to read it.
Obviously it would be better to have the actual dialog play, but for testing just using a few seconds of silece works (the NPCs lips will move regaurdless of the contents of the voice file).
You will need to do this for each response that the NPC "says".
I do believe you will need to have a microphone device installed prior to starting the CK or the record button won't do anything.
This info is in chapter 3 of the Bethesda basic quest tutorials.
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James Rhead
 
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Post » Tue Jun 19, 2012 1:16 pm

Have you got in the dialogue condition GetIsID?
Yes. Without that you cannot even talk to the npc.

You need to create lips files in order to you can to read much more than 1 seconds
Ah ok, I see. The problem now is that if I want to generate a lips file I need a record and then ingame the npc got my voice :smile: But I want this whithout a voice.

Yes, you need to go into the "Edit Response" dialog box and record a few seconds of dialog (or just silence) so that the caption text will stay on the screen long enough to read it
Uh. So for every text I need to record "nothing" (silence). No easier way?
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Laura Hicks
 
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Post » Tue Jun 19, 2012 10:59 pm

Ah ok, I see. The problem now is that if I want to generate a lips file I need a record and then ingame the npc got my voice :smile: But I want this whithout a voice.

You can just press a button and doesn't to speak and then to press the button "stop" and your voice doesn't hear
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Stat Wrecker
 
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Post » Wed Jun 20, 2012 12:10 am

Yes. Without that you cannot even talk to the npc.


Ah ok, I see. The problem now is that if I want to generate a lips file I need a record and then ingame the npc got my voice :smile: But I want this whithout a voice.


Uh. So for every text I need to record "nothing" (silence). No easier way?
Sadly, no. You just record silence ... read the words slowly in your head to make sure you make enough silence

There is also a checkbox on that form to FORCE subtitles for the speech. If you tick that, people will see the subtitles whether or not they have them switched on.

It's a little bit painful, but by a long way not the most painful thing in the CK.
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Claire
 
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Post » Tue Jun 19, 2012 3:46 pm

You can just press a button and doesn't to speak and then to press the button "stop" and your voice doesn't hear
Sadly, no. You just record silence ... read the words slowly in your head to make sure you make enough silence
This is not working for me. If there is silence the npc doesnt move the lips. The output string is now there for a longer time (as long my record is) but no lipaction.

There is also a checkbox on that form to FORCE subtitles for the speech. If you tick that, people will see the subtitles whether or not they have them switched on.
Did you test it? Because its not working for me :( , as you see in my first post. The checkbox is "checked" and I dont see the string, only if I change it ingame in the menue. Do I have a bug?
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Hella Beast
 
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Post » Tue Jun 19, 2012 3:50 pm

Or you could get your buddy to come in and record the dialogue - character voices and all.
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Ann Church
 
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Post » Tue Jun 19, 2012 1:49 pm

This is not working for me. If there is silence the npc doesnt move the lips. The output string is now there for a longer time (as long my record is) but no lipaction.


Did you test it? Because its not working for me, as you see in my first post. The checkbox is "checked" and I dont see the string, only if I change it ingame in the menue. Do I have a bug?

1. I'm sorry mate. I didn't read hard enough. My understand is that you DO need proper dialogue to generate lip files. I guess you could record your voice to generate the proper words, then generate the lip files, then remove the recording of your voice and replace with silence (I have not tested that, but I think it will work)

But I am a little bit confused by what you wrote. Do you want:
  • To see the NPC's lips moving
  • To keep your subtitles on screen long enough to actually read?
If you are only worried about seeing the Subtitles long enough to read them, then don't worry about LIPS. Just record AND SAVE some silence. The subtitles will stay as long as the recorded silence.

To save work ... as s_t_e_e_p says below, just use default lip files if you just want to see them move, but they will bare no resemblence to what is in the subtitle (if this is the case, I have to ask why ... people won't be looking at the character, they'll be reading the text??)


2. While I'm certain I tested it ... It is now listed in the Bugs Thread ... So, either I did not test it, or it is broken for some people (go with the former ... I tested so much stuff in the last two weeks even my list has no idea what is and is not on my list!) - http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__p__20302234#entry20302234
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J.P loves
 
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Post » Tue Jun 19, 2012 7:15 pm

http://www.gamesas.com/user/648619-revolltio/, take default lips files
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STEVI INQUE
 
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Post » Tue Jun 19, 2012 10:11 pm

Ok thank you, now I have to finish some other work but later I will try it again :smile:

And I forgot to ask a question about the length of a dialog. The NPC can only give me an answer of max 150 chars. Thats ok for the most of the things, but what if I would like to go over 150? I think the answer is to make more then one output with the npc in a row without a disruption. In the tutorials that I saw there was always only 1x150chars as npc output, so thats why I have no idea how to fix it.
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Richard Dixon
 
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Post » Tue Jun 19, 2012 9:00 pm

Ok thank you, now I have to finish some other work but later I will try it again :smile:

And I forgot to ask a question about the length of a dialog. The NPC can only give me an answer of max 150 chars. Thats ok for the most of the things, but what if I would like to go over 150? I think the answer is to make more then one output with the npc in a row without a disruption. In the tutorials that I saw there was always only 1x150chars as npc output, so thats why I have no idea how to fix it.
Max is 150 words, you can to add a new sentence in the dialogue it's makes possible to increase of text in the dialogue
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Kelli Wolfe
 
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Post » Tue Jun 19, 2012 4:39 pm

1. I have been searching on the FORCE Subtitles issue - I KNEW I had tested it and it DOES WORK. If you RECORD AND SAVE Silence (or actual speech, obviously) then Force Subtitles DOES work. If you do not record and save silence (or a voice, obviously!) then Force Subtitles does not work. (I believe the Bug List needs updating for this??)


Ok thank you, now I have to finish some other work but later I will try it again :smile:

And I forgot to ask a question about the length of a dialog. The NPC can only give me an answer of max 150 chars. Thats ok for the most of the things, but what if I would like to go over 150? I think the answer is to make more then one output with the npc in a row without a disruption. In the tutorials that I saw there was always only 1x150chars as npc output, so thats why I have no idea how to fix it.

Beth used SCENES (instead of Dialogue Views) when it wanted characters to do a few things and speak more than one line of text. Have a look at Scenes to see if they will better handle what you want. But be warned, again, you must Record & Save actual voices (or silence) for the Scene to play. Note that some people report issues trying to chain together more than ONE Scene ... I have not tried to do that, so I can't say whether it works or not.

That said, I THINK that an NPC will say all of the INFOs that you put in a single TOPIC Block, providing the Conditions on an Info do not prevent them saying that particular Info. So you can get them to say lots and lots of 150 character blocks in response to a single Topic (I have not tested this, I used a Scene when I needed a conversation, rather than Dialogue)
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Michelle Smith
 
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