NPC isn't playing any of the custom sounds i've added

Post » Thu Jun 21, 2012 3:29 am

So i've been trying to make an NPC with unique combat barks and such, i've made it work only once, and I have no clue why it hasn't worked again. Could someone please tell me if i'm doing this right?

Character - Voice Type: I add a file specifically for my NPC
Add that as my NPC's voice type.
Audio - Sound Descriptor: Add a file for my NPC that contains two .wav files for use when he's attacking me, press play so I at least know the CK can play them (they run with no trouble).
Actors - Actor: Find my NPC, go to Sounds, add the file i just created in sound descriptor, set chance to 100, whilst idling or attacking (now he's supposed to say one of the two no matter what when I find him, right?).

Save my mod, COC at my npc and still no sound coming out from him.

I've tried looking for the answer here, the CK wiki, google, just about anything except create a thread about this.
Does anyone have any clue whatsoever as to what i'm doing wrong?
Any help would be appreciated!
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Tiffany Carter
 
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Joined: Wed Jul 19, 2006 4:05 am

Post » Thu Jun 21, 2012 1:58 pm

To get my companion to speak, I created a quest and under the combat tab it has pre-defined entries for attack, assault etc...

- Create a new topic of attack in the quest combat tab - can leave the topicID as blank and it will just leave {attack} when u click OK
- create an info and put a response text in there
- Somewhere on that same window it should say something like soundfile name which is normally something like "myQuestName_00012181278317"
- Copy that text and ok the window

- In the root of your skyrim folder goto:
\data\sound\voice\
- In there you need to create a folder with the name of your mod, ex: "mymod.esp"
- Go into that new folder and create another folder with the name of your new voicetype, ex: "myVoiceType"
- bung your wav file in there and rename it to the file name you copied before, ex: "myQuestName_00012181278317.wav"
- Then you gotta convert that file into a xvm file using a tool like "MultiXwm" (on the nexus) and put the new xvm in in same folder alongside ur wav file
- This xvm file, ex: "myQuestName_00012181278317.xvm" is what the game will actually play

- Back in your quest info, set a condition to "getisID = yourNPCname"
- Then doubleclick on the response text, in the window it should now only list your voicetype and none others so OK the window


Something to note is that when I created my voicetype I left "use default speech" un ticked so only my dialogue would be spoken by the NPC and none of the generic stuff.

The NPC should speak dialogue when it attacks you (not always but every 5-10 seconds or so)
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Mrs Pooh
 
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Post » Thu Jun 21, 2012 3:41 am

Worked like a charm! Sorry for not getting back to you sooner, busy day.

Anyway, I used the sounds I already added in "Sound Descriptor", they work fine too (the ones I had in \data\sound\FX\mymod\etc...) and I also didn't need to convert them.
I did find similar guides, but no one specified they applied to these situations as well.

Thanks a million rlilewi! :biggrin:
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[ becca ]
 
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