How to have the player TALK?

Post » Wed Jun 20, 2012 5:19 am

I'm trying to make a mod in which the player fills a 'role,' but a very ridged one. More for humor and interesting game play than seriousness. One of the things i have planed is the addition of vocals said by the player during dialogue with NPCs. I'm not really sure how to go about implementing this, and i've tried a bit already to no avail.

Anyone know a good way to do such a thing? Quest scripts maybe?
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Franko AlVarado
 
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Post » Tue Jun 19, 2012 6:03 pm

Bump. It doesn't have to be too technical. I'm thinking maybe a script that fires when certain declared dialogue is spoken by certain NPCs, and then plays a prescribed sound file, which may or may not come from the player, as long as he/she hears it. Is something like this possible?

Also, a bonus question:

I'm trying to use a global variable in another script, and it compiles fine, but at run time the said global does not get updated using the line GV.Mod(1). The other lines in the same block fire fine. Am i missing something, like an 'export' call?
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Emma
 
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Post » Tue Jun 19, 2012 5:46 pm

I'd love if the player character could at least have some talking animations playing while she's in conversation instead of just standing there... Hm hm hm... Maybe choosing a dialogue option could somehow trigger the animation? I'll have to see once I've figured out how the new dialogues work...

Not at all on topic I know! Just a random idea I suddenly got and had to write down ^^

But since you're working in that area of CK have you by chance tried something similar? I haven't personally looked too deep into dialogues yet but is it even possible to attach a script to a player response?
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xxLindsAffec
 
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Post » Wed Jun 20, 2012 6:12 am

I did try to get the player to talk.... I'm still very green to the dialogue system in Skyrim, But i did loosely try to give him dialogue. Unfortunately, My first result was that i counldnt talk to anyone, and i would randomly blurt out the voice file. The second time when i tried being more specific with it, by trying to have it play after a certain NPC said a line, but before the player chose a dialogue option, it just didn't happen, as if it was getting ignored or something.
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Alkira rose Nankivell
 
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Post » Wed Jun 20, 2012 12:53 am

Anyone know why the voice files listed in the CK are .XWM and the real files in the BSAs are .Fuz?
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Tina Tupou
 
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Post » Tue Jun 19, 2012 7:20 pm

Also, I figured out how to do it!! It's not perfect, because of the gaps between the time the player exits dialogue prematurely, and the npc does his goodbye line, which then registers as his 1st dialogue line if reactivated, causing the 'player' to say his line when the NPC has not technically said anything, but other than that, it works great!

What you'll need to do is find the topic under dialogue that you want to add a player response to. open it, and you'll see the details window which has the condition box and script boxes and all that good stuff. If you want to add a player response to, say, a 'one line' dialogue topic (where the npc only says one line for that topic), then simply add a new response under the one that you want to add a player response to. You'll have to name your voice filename to the one that it's expecting in that box, and of course have it in xwm (fuz should work too, just havent tested it myself yet) format, and place it in the correct folder. And that's it!
Because it doesn't have a lip sync file (at least this is what i think is happening), it appears that the line is being said by the player, and when i tested it it sounded like it was coming from the player, although i think it was technically being said by the npc. The only problem i have with it is that it tends to play half a second earlier than i would like, which just sounds as if the player has a pretty quick tongue... just a little unrealistic sounding imo, but that could be easily fixed by adding a moment of brief silence onto the beginning of the said sound file.

Hope that helps


[IMG]http://i128.photobucket.com/albums/p184/Dzorror/Ck.jpg[/IMG]
Sorry, a little small


I'd love if the player character could at least have some talking animations playing while she's in conversation instead of just standing there... Hm hm hm... Maybe choosing a dialogue option could somehow trigger the animation? I'll have to see once I've figured out how the new dialogues work...

Not at all on topic I know! Just a random idea I suddenly got and had to write down ^^

But since you're working in that area of CK have you by chance tried something similar? I haven't personally looked too deep into dialogues yet but is it even possible to attach a script to a player response?
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Bloomer
 
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