An Old Companion, A Voice Issue

Post » Tue Jun 19, 2012 5:48 pm

I'm kinda new to the modding scene. I've been playing ES since morrowind, but I've mainly kept it stock.

My plan is to add Maglir into my Skyrim for personal use.
I know that recycling material and posting it is not accepted for 3rd party purposes.
Again, I merely want to make this mod for personal use. I own 2 copies of Oblivion+DLC; Xbox 360 and PC.

I have the actor and am photoshop proficient, so textures arent the issue at the moment. (Unless file compatability becomes a complex issue)
I've been able to extract the Oblivion Sounds.bsa.
I grabbed the appropriate High Elf(I know he's bosmer, but they seemed to have used the same voice actor for all elves) wav and lip files with BSACOMMANDER.
I've converted the voice files+(appropriate) Lip files into .fuz files.
I've used FOMM to create a .bsa of those files with the same name(but not same extension (esp vs bsa)) as the ESP for my Actor in the data folder.

Now heres the issue:

I've been following the creationkit tutorials for dialogue which involve a quest. I have made a small quest just for the purpose of setting up his dialogue. I want to add the voice to his responses, but they don't show up in the menu.
i've noticed there is no tutorial for stand alone dialogue with NPC's. Something about how every NPC has a quest ID just to have dialogue.
What do I have to do to have Creationkit recognize my BSA?
Did I do something wrong creating BSA's?
Am I following the wrong procedure to adding voice dialogue to my actor? (Off http://www.creationkit.com/Bethesda_Tutorial_Dialogue)(At the bottom of the page)(Custom Files do not display in creation kit response "sound file" menu.)
If applicable, I just want this NPC to be in Breezehome, where you can ask him to follow you, like a companion you've gained trust from.

Any info is appreciated.
Thanks.

EDIT: grammer, yeah, I just did that mistake....
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Horse gal smithe
 
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Post » Tue Jun 19, 2012 11:28 pm

Your charcater has a Voice Type. If you are planning to use dialogue you record or have found elsewhere, then make it use a new type you have setup.

When you setup a line of dialogue - in a Quest - you can restrict which character(s) can say it (and so how many voice types you need to deal with for that line). The more who can say it, the more audio-files are needed to cope with it. So make sure you restrict (heavily).

THEN: http://www.creationkit.com/Bethesda_Tutorial_Dialogue#Recording_a_Temp_Track

If you do that, it places a WAV file and shows you where it placed it. You can replace that WAV file with whatever audio you want (assuming you are not happy with your own voice).

You can make NPCs say things outside of quests, but that's scripting. Many many things, in game, that do not appear to be a Quest are coded as Quests. The best example off-hand is the "Caravans" quest. That has no player interaction, it is just used to help control the Khajiit Caravans. Scenes are also a brilliant new feature and another reason why Beth created many things in Quests (and hides them from the player).

You can do what you want (in a technical sense, anyway), but it will be tricky and need a fair bit of skill (and patience). Best way to start is by following through how one of the existing companions work (Factions - Quests and so on) ... but be warned, it is quite involved and there is little documentation - and no tutorials (as far as I know) - that will help you. So you will be searching and making a lot of posts in this forum

Good luck :)
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josie treuberg
 
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