Custom Dialogue... still too fast (multiple actors, 1 dialog

Post » Mon Jun 18, 2012 4:34 am

I did as the dialogue tutorial said.. recorded empty sound and then saved it.
I noticed there was another post which had the same problem, and they fixed it because their actor didn't have a voice-type which they needed to set.
However, I want this dialogue on several (already existing) actors. (from one of the favor dialogues, which multiple actors use when you turn in things, like wood for gold).
Anyone know more about this?
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Nany Smith
 
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Post » Mon Jun 18, 2012 9:22 am

You'll have to assign it to each of them/each voice-type and record one empty sound for each voice-type. Don't forget to *save* each recording - only then, the appropriate folder will be created inside your sound/voice folder.
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Star Dunkels Macmillan
 
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Post » Mon Jun 18, 2012 8:20 am

Hey, I'm having the voice record and make its own folder, but when going into game and checking he still says nothing.

Looks as if the lip sync is working though. And checking the .wav the voice is recording right.

It should be in folder like this? sound > voice > .esp > MaleDarkElf
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Oyuki Manson Lavey
 
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Post » Mon Jun 18, 2012 3:45 pm

I think so shawk but I don't know.

I believe there is a way to have one dialogue for many actors because:
1. the tip at the bottom of the Dialogue Tutorial;

"This might seem like a lot of work and unnecessary data-fumbling to just get characters to say a few lines. Part of the complexity is historical -- because it evolved from the old Morrowind text-based dialogue system, the organization can seem a little sideways and non-directed. But the same system also handles multiple characters saying the same line, combat barks, player greetings, hit responses, etc. Flexibility sometimes means complexity.
With some practice, all of this becomes second nature, and you'll be able to mechanically work the dialogue system as fast as you can write the lines themselves.

2. all the guards/merchants/general chat is being shared.

but anyway, I'll just make one out for each actor for now, although thats about 20 times more work than I want to be doing. (20 actors)
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Nicholas
 
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Post » Mon Jun 18, 2012 1:55 pm

But the same system also handles multiple characters saying the same line,

Yes, but you still have to make a voice-record for each *voice type* that uses the same line. Look at any of the dialog entries for the vanilla game that are used by several voice-types. There's one recording for each voice-type.
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Michael Russ
 
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Post » Sun Jun 17, 2012 11:23 pm

Can you create a faction, assign it to your 20 actors, and then use the faction as a condition for the dialogue? That way any NPC assigned to the faction would have that dialogue show up on their menus.
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Tom Flanagan
 
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Post » Mon Jun 18, 2012 2:10 am

Ah, that makes more sense, sorry emma.
Yes Ren. Take a look in the editor at the Quest section in the object list.
You can have a conditional GetInFaction Faction:(factionName) == 1.00 and then set up different dialogues.
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Melly Angelic
 
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Post » Mon Jun 18, 2012 7:00 am

Does it need to be .xwm??
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Sylvia Luciani
 
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