lightning fast dialogue

Post » Sun Jun 17, 2012 9:07 pm

I know that this is "normal behavior", as it happened with oblivion, but I never got round to figuring an efficient work around. When assigning new dialogue to npc's the subtitles appear for about half a second and finish, due to there being no audio. I checked out the workaround here http://www.creationkit.com/Bethesda_Tutorial_Dialogue, but creating blank audio files doesnt seem practical to me. Is there some way to simply make text stay up for a set number of time?
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Genevieve
 
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Post » Sun Jun 17, 2012 5:25 pm

bump
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Dean Brown
 
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Post » Sun Jun 17, 2012 5:05 pm

I asked about this: http://www.gamesas.com/topic/1343534-problem-fast-dialogue/

You'll have to import an empty audio file. I haven't done it yet, so I'm not sure what type of audio object it's supposed to be in the editor.
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Cartoon
 
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Post » Mon Jun 18, 2012 5:55 am

Hopefully Elys' silent voice will get ported to SKSE (if it hasn't already). In Oblivion, it plays a blank audio file for any line that doesn't have recorded audio, so you don't have to provide a bunch of silent audio files. But without it, or if you don't want to rely on users having a script extender, you'll need to record silent dialog.
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megan gleeson
 
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Post » Sun Jun 17, 2012 7:01 pm

When you go to assign dialog theres actually a button to record there. just hit that, wait a few seconds, then hit stop. Boom, instant silent voice.
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Gen Daley
 
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Post » Mon Jun 18, 2012 4:35 am

If it's just an occasional file and not a mass amount, a wav-file should do fine.
The easiest way is to, while you are in the dialog-edit response interface, press the "record" button without actually recording anything. Save. This should create a folder with a wav-file in the sound/voice folder - the folder will have the same name as your esp.
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laila hassan
 
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Post » Mon Jun 18, 2012 3:18 am

I can not believe Bethesda didn't "fix" this, lol...
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Joey Bel
 
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Post » Sun Jun 17, 2012 4:00 pm

If it's just an occasional file and not a mass amount, a wav-file should do fine.
The easiest way is to, while you are in the dialog-edit response interface, press the "record" button without actually recording anything. Save. This should create a folder with a wav-file in the sound/voice folder - the folder will have the same name as your esp.
Except it records mouse clicks for me and the configuration options don't work, and Input Format is empty. How do you delete something from there once you've done that?
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Cagla Cali
 
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Post » Sun Jun 17, 2012 3:10 pm

Except it records mouse clicks for me
mute your microphone.
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jason worrell
 
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Post » Sun Jun 17, 2012 6:37 pm

thx for the responses, but i mentioned that i was looking for a way other than the one found in the tutorial to do this (which is making blank audio files). looks like its gonna take time to figure out a work around.

Also, muting your microphone sometimes doesn't prevent the start-recording-audio-clicks... and silencing those with an editor just makes me want to figure out a workaround even more.
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Abi Emily
 
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Post » Sun Jun 17, 2012 3:38 pm

Having to record seconds of blank audio for *every* response is just crappy...

I mean come on, would it be so hard to default a response time for all responses that has no audio file listed?
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Damien Mulvenna
 
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Post » Sun Jun 17, 2012 10:31 pm

Anyone can help me please? I recorded the voice file and hit the save button. It is creating a temp wav file and temp lip file in the Voice folder. But in game it as not affect. I dont know what im doing wrong... :ermm:
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Damian Parsons
 
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Post » Mon Jun 18, 2012 1:21 am

anyone?
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Ricky Rayner
 
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Post » Sun Jun 17, 2012 5:27 pm

Are the files in a folder in voice called like "mymod.esp"? They should be. If not, make such a folder, with subfolders for the right voicetype, and put the wav- and lip-files there. (Like: Voice->Mymod.esp->FemaleYoungEager)

There shouldn't be like "temp-files", it should be wav- and lip-files and carrying the ID from the voice entry.
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Alexis Estrada
 
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Post » Sun Jun 17, 2012 7:14 pm

No. They are created in Voice folder and only temp.wav and temp.lip files are created in it. In the Processing folder is created a temp_resampled_audio.wav file.
Which names the files must have and how do i select the voice type in the Edit Response window? Thanks for the help
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Charles Weber
 
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Post » Sun Jun 17, 2012 11:59 pm

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Hannah Whitlock
 
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Post » Sun Jun 17, 2012 2:32 pm

I am having a similar issue.

I recorded the silent sound but when I try it in-game this sound is applied to the topic itself and not the npc response so I never see the NPC response.

Any ideas on how to fix this? Please? Have been trying to fix this for more than two hours now...
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Taylah Illies
 
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Post » Mon Jun 18, 2012 12:17 am

I'm really surprised this happens. In Fallout 3, dialogue stayed on the screen until you clicked ahead.

Why would they make the new editor a step down from the old one?
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Talitha Kukk
 
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Post » Sun Jun 17, 2012 6:17 pm

I'm really surprised this happens. In Fallout 3, dialogue stayed on the screen until you clicked ahead.

Why would they make the new editor a step down from the old one?

don't know. what you just described seems ideal though.
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Chris BEvan
 
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Post » Sun Jun 17, 2012 9:14 pm

I haven't messed around with dialog since Oblivion, and in Oblivion, , which I downloaded from the Nexus. I only needed 1 blank audio file to associate with all the new dialog.
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Gaelle Courant
 
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Post » Sun Jun 17, 2012 4:26 pm

Anyone can help me please? I recorded the voice file and hit the save button. It is creating a temp wav file and temp lip file in the Voice folder. But in game it as not affect. I dont know what im doing wrong... :ermm:

From what I've seen there isn't an easy fix for this, but I did figure out a workaround if you're trying to record audio for an NPC.

Point Blank: The record button on the CK is absolute garbage. I'm seeing post after post where people open up the "configure" button only to be met by an empty "import format" pop-up with no data and no way to click ok.

If we can't use CK to record with our mics then lets get Audio software. I personally pay for mixcraft because I record music, but audacity should work.

Then Record whatever you want to save on that software. When you export your recorded audio, you have to save it in .WAV format, 16 samples(bit), mono channel. The file name you should use will be listed on the "response" tab right above the record, preview, save, buttons. Place this newly created file into your VoiceType folder. I created my own by right clicking in the "VoiceType" menu and selecting new. It asks for a name and that's it. Once you have your audio inside that file, then select your NPC and give him that voicetype from the drop down menu.

Go back to the response window and you should see your .wav file in the window above the record button. Double click and you can hear your audio! You're not done yet though. Look below this window for a generate lip file button. To the right of it should be a "from Wav" dot. Select that and click the generate lip file button. What you just did was create a lip synching file so it looks like the NPC is actually talking.

Start up skyrim and see if it worked!

This is the most ridiculous workaround I've ever had to do, but it works even with the glitchy CK record buttons. To make it fast, find your voicetype folder outside of CK and right click then send to desktop so you have a handy shortcut. Makes it easy to drop sounds in there. Goodluck.
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KIng James
 
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