Adding new Dialog to existingvanilla NPCs...

Post » Thu Jun 21, 2012 4:29 pm

Hi there,

New to these forums, so appologies if any mistakes in putting this topic here etc. I'm currently struggling a little to understand the file system when it comes to quest dialog, e.g., NPCs voices as linked to responses set up via Dialogue Views as part of a quest.

To give a bit of context if anyone cares; I'm experimenting with editing the vanilla dialogue soundfiles to create new lines of dialogue by mashing up existing soundfiles. Long story short I created a new line for Brynjolf as a test.

So now I'm trying to attach this externally created .wav file to a bit of dialogue in a quest. So I:

1) Create a new quest, just give it one stage etc. cause its just intended to play this dialogue and nothing more.
2) On dialogue views create a new view, call it simply "Brynjolf Test Dialogue", same for the prompt etc. that should appear in game.
3) Write Brynjolf's response text ("Not one of our own. We have no jobs in that area of Skyrim") With the condition of GetIsID Brynjolf == 1.00
4) This is where I first get a bit confused. Do I HAVE to press record at this point, even if I just record silence? So that the game creates a sound file (which I'm going to replace anyway). If so, I save this silent audio.
5) Assuming the above is correct, I now go to Data\Sound\Voice\mymod.esp\MaleUniqueBrynjolf and here's the games auto-generated file, TESTBrynjo_TESTBrynjolfCus_00000D6E_1.wav.
6) I then copy in my externally made .wav file into this folder, and rename it so my external file has the name TESTBrynjo_TESTBrynjolfCus_00000D6E_1.wav.

Clearly I'm not doing several things wrong here because I:
a) Cannot preview the soundfile (even the recorded silence before I replaced it, which should've sounded of random sounds in the house around me).
b) Do not have the option to speak to Brynjolf and say my custom line, to see if he plays any audio or not. Has my quest not started? or will it be Bethesda programming on Brynjolf thats interferring and stopping my quest dialogue from showing up? E.g. blocking dialogue or something.


If someone could point me in the right direction it would be much appreciated, because unfortunately none of the documentation really touches on what I'm doing, and the dialogue system is not exactly user-friendly.

I basically want to mod some quests into the game which will more than likely require some interaction with Vanilla characters. I'm basically testing the feasibility of this, and I've created a reasonably authentic-sounding new line for Brynjolf, I just can't work out how to get him to say it.

Many thanks!
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Gwen
 
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Post » Thu Jun 21, 2012 8:24 pm

Re: #4, no, you don't have to record sound through the Creation Kit. If you close out of the response window and then open it again, it should show you what it expects the file to be named ("TESTBrynjo_TESTBrynjolfCus_00000D6E_1" in this case). You can copy that, and rename your existing .wav file to it.

(After your #6, you should also open up the response window for that line again, click the "From Wav" radio button, then "Generate Lip File," although not having one shouldn't cause any errors.)

You should be able to preview the sound by double-clicking on the voice file in the response window. The "Preview" button only plays the last recorded sound during the current session, regardless of the currently displayed response--its use is listening to what you just recorded through the CK (if you were doing that) in order to verify that you want to save a recording.

In terms of your topic not displaying, is your quest checked as "Start Game Enabled" on the initial Quest Data tab?
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N Only WhiTe girl
 
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Post » Thu Jun 21, 2012 8:12 pm

Yep, Start Game enabled is checked. And yeah I'm aware about the lip files and stuff but thanks for that. Double clicking the filename doesn't play it, and it shows it as a .wmx file even though its a wav, but maybe thats something to do with the included LIP files?

Good to know I don't have to physically record something each time. Still the auto-generated filenames is a pain in the ass, why can't we just reference the file via a normal "browse..." pop-up thingy. >:|

Update: Started from scratch and this time it seems okay - the dialogue will preview in the editor and Brynjolf has the dialogue option. The dialogue isn't actually playing though, but I've heard reports in other threads of custom dialogue not playing anyway so maybe its just that.

The CK feels a bit finicky sometimes, like its hard to undo mistakes or remove accidently created files etc. Makes me kinda worried that while inexperienced I'll bugger up my mod(s) :|
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Esther Fernandez
 
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Post » Fri Jun 22, 2012 1:14 am

Fortunately, http://www.gamesas.com/topic/1380509-dirty-cell-edits/page__p__20939656__hl__dirty__fromsearch__1#entry20939656 It's not as good as the third party tools we had for Oblivion and Fallout 3, but . . . eh.
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Batricia Alele
 
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Post » Thu Jun 21, 2012 4:30 pm

Useful read, thanks for the link. Will be sure to do the things listed there for my mods to remove any crap I accidently do. Its still pretty annoying how a simple misclick and leave something shown as edited which can they be a pain to remove.
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OTTO
 
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