How do i add custom voice without it's a dialog?

Post » Wed Jun 20, 2012 10:59 am

Hi.

I have a question. How do I add a custom voice for my Mod, which isn't used for dialogs? - I am not looking for dialog for my NPC in my Mod. At least for now. He's an enemy and should stay that way.

The only thing, that I could find something about is adding voices for dialogs. I have checked this link: http://www.creationkit.com/Adding_Voice_Intermediate_Tutorial. There's also this one: http://www.creationkit.com/Bethesda_Tutorial_Dialogue.
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jodie
 
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Post » Wed Jun 20, 2012 8:51 am

What do you mean add voice without it being dialogue? Like, you want to add battle shouts and whatnot? If so, here is the fancy shmancy guide I've given my voice actors:

Combat:

WereTransformCrime
: Said when you see someone transform into a werewolf. "Gods save us!"
Taunt: A taunt yelled in combat at the player or other combatant. "I'll gut you like a fish!"
AcceptYield: Said to the player if they yield and you accept. "Fine, I didn't want to fight you anyway.
Block: Said when you block an attack. "Uhhg!"
AssaultNC: Said when you witness an assault that you don't mind. (NC = No Care) "None of my business."
MurderNC: Said when you witness a murder and dont mind. "Guess they deserved it..."
PickpocketNC: Said when you see the player pickpocket and dont mind. "I can look the other way... this time."
StealFromNC: Said when the player steals something but you dont mind. "I didn't really want that anyway."
TrespassAgainstNC: When the player trespasses on your property, but you don't mind. "If you were anyone else, I'd make you leave."
BleedOut: Said when you go into bleedout mode when you near death. "No... not like this..."
Bash: Said when you perform a bash move with a weapon or shield. "Gah!"
Steal: Said when you witness someone steal something. "Hey! Hands off!"
PickpocketCombat: Said when you catch someone pickpocketing you during combat. "Filthy pickpocket!"
Assault: Said when someone assaults (hits) you or you witness and assault. "Someone's being attacked!"
Murder: When you see a murder. "Murder! Murder!"
Trespass: When someone is trespassing. "You need to leave. Now."
Flee: Said when you flee from combat. "Mercy! Don't kill me!"
Death: Said when you die. "Arrggh..."
Attack: Said when you perform a standard attack. "Hyaah!"
Hit: Said when you get hit. "Ahg, damnit!"
PowerAttack: Said when you perform a power attack. "Hyaaaaaaaaaaaaah!"


Detection:

DetectFriendDie: Said when an NPC detects that a nearby Friendly or Allied character has suddenly died. "We've got an assassin! Check the shadows!"
AlertIdle: Said periodically while a combat group is searching for a target they have never detected before. "I know I heard something."
LostIdle: Said periodically while a combat group is searching for a target they have detected before, but have lost. "I know you're here somewhere!"
NormalToAlert: Said when an NPC begins to search for a target (they have begun to notice the target, but cannot detect them yet). "Hello? Who's there?"
AlertToCombat: Said when an NPC who is searching detects the target they want to attack and initiates combat. "Ha! Found you!"
NormalToCombat: Said when an NPC notices a target without having to search for them, or enters combat with a target they did not want to attack until they were attacked first. "To arms, boys! To arms!"
AlertToNormal: Said when an NPC who is searching for a target gives up their search. "I guess I was just hearing things."
CombatToNormal: Said when an NPC can no longer detect a target they were fighting but is not going to search for them. "That'll teach you to mess with me."
CombatToLost: Said when an NPC can no longer detect a target they were fighting and is now going to search for them. "Damn! Where'd you go?"
LostToNormal: Said when an NPC is searching for a target they were previously attacking and is now giving up the search. "Cleared out I guess."
LostToCombat: Said when an NPC is searching for a target they were previously attacking, detects the target, and resumes combat. "There you are!"


Misc:

LeaveWaterBreath: Gasping for breath when you surface from being underwater.
CombatGrunt: A quiet grunt that you make as you fight.
Idle: Things your character will randomly say as they stand about. Usually 'thinking aloud' type stuff. Or singing/humming to yourself. Or sneezing, coughing/clearing your throat, etc.
TimeToGo: What they say after repeating a 'Trespass' line repeatedly.
ActorCollisdewithActor: Said when two NPC's bump into eachother. "Careful." "Excuse me."
PlayerinIronSights: Said when the player aims a drawn bow at you. "Please, don't shoot!" "You wouldn't shoot me."
PlayerCastProjectileSpell: Said when the player cast a spell that shoots something, like a fireball or lightning bolt.
PlayerCastSelfSpell: Said when the player casts a spell that only affects themselves, like self healing, or a buff.
ObserveCombat: Said when you see two people fighting. "This should be good." "Someone do something!"
NoticeCorpse: Said when you find a dead body. "Ahh, a dead body!" "Another one dead..."
PlayerShout: Said when the player uses a dragon shout near you. "By the Nine, that one's got a voice!" "That was amazing!"
ShootBow: Said when the player fires their bow near you. "Careful!"
Goodbye: Said when leaving conversation with the player. "Fair travels."
Hello: Said when entering conversation with the player, or randomly to the player or NPC's as they pass. This is the most common type of dialogue in the game. About 99% of what guards say is this. "I used to be an adventurer like you, until I took an arrow in the knee." "Enjoying this fine day, I hope?"
KnockOverObject: Said when the player runs into or throws around an object. "What are you doing that for?"
LockedObject: Said when the player looks at an object (Door or chest) that is locked. "That's locked for a reason."
PickpocketTopic: Said when the player looks at an NPC while sneaking, so they could pickpocket you. "Don't even think about it."
StandonFurniture: Said by children when they observe the player standing on top of furniture. "I'm not allowed to stand on furniture..."
SwingMeleeWeapon: Said when you observe the player swing their weapon. (But not hit anyone) "Be careful!"
ZKeyObject: Said when the player picks up an object, and drags it around. "Put that down."


Add what is appropriate from that list to the Misc, Combat, or Detection tab of a Starts Game Enabled tab. Then your bandit will yell in combat, detect you, and whatnot.
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Carlos Vazquez
 
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Post » Wed Jun 20, 2012 2:36 pm

It's what I was looking for but...

Start Game Enabled Tab? - I can find the things inside dialog tab in the actors traits, but if I want to use any of those, I need to specify a quest first :-P. I could use some more specifications at, how I use them with the "Start Game Enabled Tab" in CK.
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Emma Parkinson
 
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Post » Wed Jun 20, 2012 1:49 pm

It's what I was looking for but...

Start Game Enabled Tab? - I can find the things inside dialog tab in the actors traits, but if I want to use any of those, I need to specify a quest first :-P. I could use some more specifications at, how I use them with the "Start Game Enabled Tab" in CK.
Oops, meant 'Start Game Enabled Quest' not tab. :P

Make a new quest, then check the Start Game Enabled checkbox in the Quest Data tab. Then add your dialogue to the Misc, Combat, and Detection tabs. Then, if your guy is the only one that needs this dialogue, add a condition to the Condition area of the Data tab for 'GetIsId YourNPC == 1'. Then he will be the only character in the world to get the dialogue you add. :)
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Eilidh Brian
 
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Post » Wed Jun 20, 2012 1:39 pm

Like a Fire Archmage who sings http://www.youtube.com/watch?v=Unqkoqw0cuEwhile he toasts you?
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Trey Johnson
 
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Post » Wed Jun 20, 2012 1:37 pm

Oops, meant 'Start Game Enabled Quest' not tab. :tongue:

Make a new quest, then check the Start Game Enabled checkbox in the Quest Data tab. Then add your dialogue to the Misc, Combat, and Detection tabs. Then, if your guy is the only one that needs this dialogue, add a condition to the Condition area of the Data tab for 'GetIsId YourNPC == 1'. Then he will be the only character in the world to get the dialogue you add. :smile:

Is there no other way, than to make a quest? - If not, I will be forced to make a quest, which isn't what I had planned for now :tongue:.

Like a Fire Archmage who sings http://www.youtube.com/watch?v=Unqkoqw0cuEwhile he toasts you?

Maybe not sing, but that I could make some unique custom voice for my NPC. It would make my Mod feel more epic :biggrin:.
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Peter P Canning
 
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Post » Wed Jun 20, 2012 2:04 pm

Is there no other way, than to make a quest? - If not, I will be forced to make a quest, which isn't what I had planned for now :tongue:.

Nope. Dialogue is managed through quests, that's how it works. Making a quest for it isn't a big deal, or very hard at all. :)
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Symone Velez
 
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Post » Wed Jun 20, 2012 11:04 pm

Nope. Dialogue is managed through quests, that's how it works. Making a quest for it isn't a big deal, or very hard at all. :smile:

I know it isn't a big deal, but then I have to make up a story for the quest, before I make it. Else it wouldn't be a great quest :tongue:. I would also need to find out, how the quest should be obtained and so on. That would give me some more work to do, and certainly the size of the file would increase a bit more, than it would, if it was possible to only change the way people speak, without adding quests :tongue:... But I can't do anything about it it seems.

Thanks for the help by the way :biggrin:. It's been a great help.
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i grind hard
 
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Post » Wed Jun 20, 2012 9:21 pm

the majority of quests are not even "quests" at all.

for example WiNakedDialogue is a quest in vanilla skyrim. obviously this has nothing to do with story or any kind of adventure (hey, get your mind out of the gutter). the only purpose this quest serves is to handle dialogue from NPCs whenever they see you naked and it runs continuously in the background without the player ever knowing the quest is even active.
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I’m my own
 
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Post » Wed Jun 20, 2012 9:56 am

the majority of quests are not even "quests" at all.

for example WiNakedDialogue is a quest in vanilla skyrim. obviously this has nothing to do with story or any kind of adventure (hey, get your mind out of the gutter). the only purpose this quest serves is to handle dialogue from NPCs whenever they see you naked and it runs continuously in the background without the player ever knowing the quest is even active.

Great :biggrin:. Now I just need to find out, how this quests works... I haven't really read on it :tongue:. I have only read, what I found relevant for my Mod, that I had in mind on that time.

Thanks for letting me know :smile:.
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Kate Schofield
 
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