Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Search the Community

Showing results for tags 'Dialogue'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Boards
    • About TESA
    • TESA Community
  • Hosted Boards
    • The Enclave
    • Hosted Projects
  • Gaming Boards
    • The Elder Scrolls
    • Fallout
    • Indie Games
  • RPG Boards
    • Roleplaying

Categories

  • Showcase
    • Skyrim
    • Fallout
    • Oblivion
    • Misc
  • Exclusives
    • Skyrim
    • Fallout
    • Oblivion
    • Morrowind
    • Misc
  • Community Works
    • Skyrim
    • Oblivion
    • Fallout
    • Misc
    • Student Projects

Categories

  • ESV: Skyrim Modding
    • Creation Kit Basics
    • Level Design
    • Character Design
    • Papyrus
    • Quest Design & Dialogue
    • Graphic Artistry
    • 3D Craftworks
  • ESIV: Oblivion Modding
    • Construction Set Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Story & Lore
    • Texturing
    • Modeling
    • Miscellaneous
  • ESIII: Morrowind Modding
    • Tool Set Basics
    • Worldbuilding
    • NPCs
    • Scripting
    • Questbuilding
    • Texturing
    • Modeling
  • Fallout 3 Modding
    • GECK Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Texturing
    • Modeling
  • Gaming Guides
    • Oblivion Gaming
    • Morrowind Gaming
    • Fallout 3 Gaming
  • Miscellaneous Tutorials
  • TES Alliance HowTo Guides

Product Groups

  • VIP Memberships
  • Subscriptions

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Steam


XBox Live ID


MSN


Skype


Location


Interests

Found 8 results

  1. I have questions --- sooooo many questions --- on the topic of "custom voices" [dialogue] for NPCs & player's character as well. Here's a few just spit out from the tippy-top of my "head": ~ What the HECK is a FUZ? Where can I get said-"FUZ" tools, and a miracle that it'll be easy to figure out/learn to use correctly? ~ What's their line... lines... if I were wanting to re-voice the vanilla dialogue for some of the player-follower interaction lines. ~ If I wanted to take some recorded "WAV" files and alter the pitch/tone of the voice, which (free) tools would be easiest for making such adjustments? PS- I'm without a bit of know-how when it comes to all those sliders 'n knobs I've seen on some tools before! ~ What the fudge am I getting myself into now; Kratos' mods are haunting me apparently. With that last question (which I'm sure nobody will ever have the answer for) gives away the voice I'm hoping to capture and bring to the mod(s) to set our Kratos/Kratas apart from the knock-offs/others that are available. This is also assuming one of the authors from aforementioned "others" doesn't see/hear about this plan 'n beat me to it.... But --- I digress --- I'm sure I've got the CK portion pretty much figured out from the various forums & videos online. It's really everything else up to that point that I'm in the dark about. I'll greatly appreciate whatever info regarding this topic that's available; even if it may come with an asterisk/heads up! Any-n-all related miscellaneous info or unconventional little tips/tricks that may help me with this endeavor are equally appreciated!
  2. Hi all! It's been forever since I've come asking for help. But I've hit a really big snag recently. I have some scenes that require my custom NPC's to do dialogue barks for getting hit and getting pickpocketed. I had solved this problem before but (as a tale of caution for backing stuff up) a while ago I lost a ton of data with a corrupted esp file and I can't for the life of me remember how I did it. My problem is this: custom NPC correctly uses all topics, greetings, goodbyes, hellos, combat hits/power attack/attack/yield dialogue without issue. But absolutely refuses to use the AssaultNoCrime or PickpocketNoCrime dialogue barks and I have them set up the exact same way. Basically I just have them in the appropriate tab (combat) in the quest I've made for the dialogue and I've double and triple checked the voice file paths (in the same path as all the others and the correct filename). The NPC is set up with 0 responsibility so shouldn't be trying to do the Assault and Pickpocket topics (I've also tried creating barks in those and renaming the files and it didn't work, so I put them back the way they were). The only condition is that the dialogue checks to see if it's the custom NPC (which works for all the other dialogue). I've attached an example of the AssaultNoCrime window to show how it looks.
  3. I have been creating a Morrowind mod for about five months now. All custom meshes, even some new races. I'm at the point now where my new land is about done and I would like to create some personal dialogue. So, what I'm wanting to do is say, when I talk to an NPC, instead of a CLASS, I can talk to them about topic RACE. So for instance, if they were a Dunmer, there would be a topic there on Dunmer and if I clicked it they would talk about it. I also need to know how I would have that topic unlocked "known" when talking to them so that, well, I can utilize it.
  4. Silent Voice Generator View File CURRENTLY UPLOADING FILES Silent Voice Generator is an audio file utility designed to process the quest dialogue text documents exported by the Creation Kit and generate silent voice and lip-synch files based on user-defined parameters. Features Support for all Gamebryo / Creation Engine based games in The Elder Scrolls and Fallout series from The Elder Scrolls IV: Oblivion and Fallout 3 onwards Bulk processing of multiple dialogue text documents Generate silent audio files for dialogue with a length of up to 30 seconds Moving lip-synch files (.LIP) to match audio file length Optional game directory auto-detection for quick audio file installation Toggleable safety mechanic to prevent existing audio files from being overwritten Supports all valid audio codecs for dialogue in each respective game Output text logs in the same delimited format as the source documents containing all dialogue lines that had audio files generated Stats Mode: Run through the file generation process without creating any actual files on the disk. Useful for counting the number of files that would normally be generated and for finding dialogue lines missing an audio file regardless of the hardcoded "File Found" entry in the exported text documents. Required Java 8 Alternative Solutions If left uncompressed, using silent audio files for nonvoiced dialogue can rapidly consume disk space, especially for large mods with thousands of lines. For the end-user, there are alternative, runtime solutions that do away with the need for these silent audio files. The Elder Scrolls IV: Oblivion + Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice The Elder Scrolls V: Skyrim + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice Mirrors Silent Voice Generator is the same utility across all of TES Alliance and only needs to be downloaded once for its multi-game support. The Elder Scrolls The Elder Scrolls IV: Oblivion The Elder Scrolls V: Skyrim Fallout Fallout 3 Fallout: New Vegas Fallout 4 Submitter Enter_77 Submitted 04/09/2017 Category Utilities Usage Permissions  
  5. I can't seem to figure this out, and I'm afraid it will be painfully basic as far as questions go, but: how do I add a new topic in the dialogue window? As I understand it, I right click in the white space under editor ID correct? Well, when I do that, absolutely nothing happens. No reaction of any kind, and nothing appears in the console window. Is this some kind of mistake on my part? I seem to recall the first time I tried it, it worked. Sorry to start a thread with such a basic question, but reading through all tutorials it seems a given that adding a topic is easy and there's nothing about what if it doesn't work. Anyone have an idea?
  6. Modding Workshop: My First Quest Welcome to the Modding Workshop: My First Quest. In this tutorial we will be discussing how to create a lore-friendly quest using existing NPC's and recorded dialogue and how to package it properly for upload. We will briefly discuss item creation, triggers, and scripting, but this workshop will not cover every aspect of these topics, only what is needed for this task. Coming into this tutorial, you should already be familiar with the basics of navigating the Creation Kit and some knowledge of Papyrus syntax. Part I: Tools You're going to need several tools for this job in addition to the Creation Kit. BAE - Allows you to view the contents and extract from Skyrim BSA and ESM files. Voice File Reference Tool - Allows you to view and search the voice files from Skyrim without needing to extract them and shows file name, dialogue, and voice type. Unfuzer CPP Edition - Allows you to decompress FUZ files from Skyrim to WAV and LIP and compress WAV and LIP files to FUZ. Wrye Bash - Takes care of most of the hoop jumping needed to get your mod packaged for release to Steam. Not necessary for other mod sites who allow uploads of loose files. TES5Edit - Shows you what files are included in your mod and how they are interacting with their respective masterfiles and/or other mods. Useful for finding mistakes and conflicts. Experimental. Clean Saves - make your own or use my resource. Probably both. You'll want saves made at key points around the area and time frame in game that you'll be modding. For example - if your quest doesn't start until after a certain event, make a clean save before and after that event. This way you will be able to test if your quest triggers properly even if a downloader installs it on a game that has already passed that checkpoint. Notepad ++ - Text documents on steroids. Infinitely helpful for scripting. It numbers lines, helps you line up indented code properly. Such nice, much syntax. 7 zip - File compressor and extractor. Skyrim scripts now come packaged in a .zip file and need to be decompressed to be edited Dialogue Length Extender - A quick guide for how to extend the 80 character limit on dialogue lines for the Creation Kit. Tools you should already have Skyrim - Downloaded from Steam or installed from a disc. I recommend making a shortcut to this directory. You'll be going here a lot. Creation Kit - Downloaded from Steam and installed into the same folder as Skyrim. Archive.exe - comes with the Creation Kit (I believe) and is also in the same folder as Skyrim. Used with Wrye Bash to package a mod for upload to Steam. Useful Console Commands - These are indispensable for testing a custom quest to ensure it is functioning properly since almost all of what a quest does is behind the scenes. Open the console with the tilde (~) Commands contained in <brackets> indicates a variable that must be specified. Page Up and Page Down keys can be used to scroll up or down the Console gui getstage <quest ID> - returns the current stage of the quest movetoqt <quest ID> - moves you to the location of the current target of the quest, eg. where the map marker is pointing. setstage <quest ID> <stage #> - manually sets the stage of a quest. Setting a quest stage will begin the quest if it has not already begun. sqs <quest ID> - Shows quest stages in a quest and if a stage has been achieved. sqo - Shows a human friendly list of active and completed quest objectives for currently active quests. resetquest <questid> - Sets all quest stages in a quest to 0. coc <cell ID> - teleports the player to the cell specified. player.moveto <reference ID> - teleports the player to the reference specified, eg. an NPC or unique item. Part II: Preparation Now that you have your tools there are a few things you will need know more about. Script Fragments - used by a quest to determine how it behaves, when objectives are displayed/completed, when dialogue occurs, quest completion and advancement, ect. The Creation Kit has a default prefix it attaches to all fragments. For convenience you will want to change this default to be able to tell your own script fragments apart from original ones. To do this go to File>Preferences>Scripts>Fragment File Prefix in the CK window and fill it in with something that makes it yours. Hit Apply. Smarty Says: Use the same prefix for any files you create inside your mod! This will help you locate them in the Object Window and elsewhere. You also need an outline for your quest. Each bullet in your outline will become a Quest Stage. Quest Begin Stage 0 The quest has started but the Player has not spoken with Archmage Savos Aren Quest Objective Assigned Stage 10 The Player has spoken with Savos Aren or is the Archmage Quest Completion Stage 20 The Player completed the previous Objective and ended the quest The beginning of a quest is always invisible to the player. Without the quest having already begun quest objectives cannot be assigned. Quest dependent dialogue, items, events, and anything else included in your quest will not be enabled and quest stages cannot be advanced. Part of quest creation will be determining how your quest will start. Will it start when the game starts (Unbound)? Will the player find a long forgotten tome that leads them to your quest (Rebel's Cairn)? Will they walk into a room ( The Golden Claw)? Will it be a combination of these things (Boethiah's Calling)? Quests that start when the game starts can be a strain on someone's save game and even corrupt it over time. Reading a book requires the creation and placement of said book and making sure the player knows how to find it in your mod description. Picking up an item has similar problems. Walking into a room, however... Can be done easily. I recommend using an interior cell to minimize conflicts with other mods and finding an interior cell your player will have to pass through during normal game play in order to complete your quest. Then you need to know how many objectives there will be - ours only has one objective. You can always add more and once you know how to manage one, adding more is simple. And lastly you need to end your quest which is more complex than it sounds. More on this later. Part III: Turning on the Creation Kit You thought I'd never let you. Well, now's your chance! We're finally ready. Turn on the Creation Kit and load the Skyrim.esm only. The default settings on the Creation Kit do not allow multiple master files to run simultaneously. It is possible, but not covered here. Starting the Quest: This tutorial quest involves only locations and NPC's from the Mage's College. There's no reason for this quest to begin running silently in the background until the player is there so we will put our quest's jump start in the Hall of Elements - the first interior cell in the Mage's College the player will enter. Find it in the Cell View window under Interior World Spaces and double click it to load it in the Render Window. We want the player to activate our quest as soon as they enter the room and the easiest way to do that is with a trigger. You'll need to be able to see Triggers to do this so enable them by hitting "M" on your keyboard. Your view should be of the main entryway of the Hall of Elements. Notice the big orange box taking up the entire room. This is a trigger. We're not going to use it though, except as a nice large object to create our own trigger around. Triggers when created will appear in the render window around an object that is selected so click on the big orange box. When you do you'll notice MG06SceneTrigger will now be highlighted in the Cell View window in the loaded cell's object list. Look for the Create Trigger button on the top bar of your Creation Kit Window and click it. A new window will pop up asking you to select a form. Double click NEW and name your new trigger. VainSQTrigger = My modder prefix, what my trigger is for (Sorcerer's Quest), and that it's a trigger. A good naming convention will be vital for what we're doing due to the sheer number of almost identical things involved in a quest. Once we reach dialogue creation you'll understand more. Hit okay and a nice friendly box will appear that is your new trigger! Looks complex but the only thing you do here is add a script to it. Just like with the trigger select [New Script] and name it something sensible. Since we're adding it directly to the trigger the CK has politely filled in what our script extends already for us. From Papyrus 101 you should know basic script construction. Declare Properties at the beginning, put in your events and conditionals, end everything properly and COMPILE. Now we get to use Notepad++! If this option is greyed out for you then you need to locate your Scripts folder in the Skyrim>Data folder. You should have a Skyrim>Data>Scripts>Source folder. The top folder Scripts will either be empty or contain .pex files (the scripts we are working on may be in here). Don't touch .pex files, they are generated when a script is compiled by the CK. They are what the game looks for when seeking out custom scripts. The scripts that you can look at, modify, extend, and otherwise mess with are in the Scripts>Source folder. If this option is greyed out for you and you already have a Scripts>Source folder then the scripts you are trying to modify is more than likely compressed in the Scripts.rar and you should extract the files with 7 zip to your existing folder. If prompted to overwrite any files, DO IT. As mentioned, the scripts in your Source folder are the untouched versions of the scripts and the game doesn't even use them - they are for documentation only. The Scripts.rar doesn't have any .pex files so all your mods will still work fine. Smarty Says: Never modify a source file script directly. As with all resources, duplicate and rename all the files you use, even scripts! Note* There are some cases where this will not work (changes in the shapeshifting mechanics for werewolves and vampries) - proceed with extreme caution and back everything up. This should open up your script in Notepad++. If it doesn't, you'll need to go and make Notepad++ the default editor for .psc files. The only line that should be visible is the first line. You'll have to fill in the rest. Here's a good example - Here's a rundown of what you're looking at with this script. AND SAVE! Once you have saved you can now compile it. In the main CK window there's a drop down menu for Gameplay. On it is the Papyrus Script Manager and this is where you compile. If your syntax is correct a box will pop up for a moment and then disappear. If you have any mistakes then the compiler will throw errors at you until you fix them. They are usually helpful errors such as "Missing L Paren at 31, 2" which means you forgot a left parenthesis on line 31 column 2. This will not tell you if your script does anything, it will only check to make sure that your syntax is correct. And that's all we'll do with this for now. Once our script has an actual quest to refer to we can come back and make sure the properties we set fill properly. The last bit of setup is placing the quest objective. The objective is an amulet in the Archmage's Quarters. In the Object Window under Items>Armor>AmuletsandRings find one you like the look of, duplicate it, and rename it to stick with your naming convention. Then load up the Archmage's Quarters in the Render Window and drag the amulet into the room. Edit it and select Don't Havok Settle (so it won't go flying or get shouted into a wall) and UNCHECK Respawn. What's the point of making a unique amulet you can only get with this quest if it keeps coming back?
  7. Version 1.0

    99 downloads

    TOPICS OF SKYRIM "Talk to everyone. Talk is cheap. Ask questions. You don't ask, you never learn." - Little Secret topic from Morrowind What is it about? Topics of Skyrim adds 700 new lines of dialogue contained in 35 new dialogue topics and 153 subtopics. Most of the dialogue comes from the previous Elder Scrolls games, Morrowind and Daggerfall, and some have been modified/updated for Skyrim’s context. You can ask trainers more information about the skill they teach, ask faction members for advice, have a chat with a bard about history and the lost races of Tamriel, seek information from a conjurer about the Skyrim’s undead and much more. Not everyone in Skyrim knows something about everything. You’ll have to seek the right profession or people about a particular subject. For instance, try asking an alchemist about potions and diseases. There are two people in Skyrim who are the most knowledgeable: Bards and Urag gro-Shub; the librarian at the College of Winterhold. Requirements Topics of Skyrim makes use of Shademe’s Fuz Ro D-oh – Silent Voice plugin, which requires SKSE (Skyrim Script Extender) 1.6.16 or higher. SKSE download: http://skse.silverlock.org/ Fuz Ro D-Oh – Silent Voice download: http://skyrim.nexusmods.com/mods/14884/? Since Topics of Skyrim does not have voice acting, Silent Voice generates a silent voice file and lip synch fo each topic, allowing you to have the time to read the text and see the NPC moves his lips as he speaks. If you do not install Silent Voice, the new dialogue will be barely readable because of how fast it skips to the next lines. Compatibility/Known Errors Compatiblity Topics of Skyrim should be compatible with any mod there is, quest mods included. New topics will be added to modded NPCs if the right conditions are met. Known Errors When playing with the mod activated for the first time, there’s a possibility that it will take some time for the new topics to be added. Saving and reloading is the fastest way to solve this. Feedback Questions? Comments? Suggestions? Insults? Let me know!
  8. So I probably don't need to tell everyone that since Patch 1.6 there have been some problems with creating quests that contain dialogue. We all refer to it as the "dialogue bug" and it's been a pretty big thorn in everyone's sides if you're making quest mods. The gist of the problem is this: You have quests with dialogue. These quests are marked as "start game enabled". Your quests start, but the dialogue is not properly initialized. Your dialogue therefore fails, any attached script fragments MAY fail, and your scenes don't play. We've been waiting for a fix for it for some time now. That wait is over. Recently, I was approached in private by one of the Bethesda developers (if they wish to identify themselves, they can, I won't out them) to test a potential workaround for this issue. After some initial testing, and seeing that it appeared to work, I asked them to contact Alexander J. Velicky, the author of the Falskaar mod, for another opinion since I knew he has a ton of dialogue related issues as a result of all this. He too has since confirmed the workaround fixes the problem. Fortunately, it's actually fairly simple to do. The process, using Steam: 1. Go to Steam. Switch to the tools view. 2. Find the Creation Kit, open its properties. 3. Click "set launch options" 4. Enter a command like this: -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file) 5. Save the changes. 6. Launch the CK and DO NOT disturb it while it processes. 7. Once it closes, remove the launch options you entered so you can use the CK normally again. 8. Move the file to your Data\SEQ folder. You can also do this from the Windows command line: 1. Open CMD. 2. Navigate your way to where Skyrim is installed. (By default: C:\Program Files\Steam\steamapps\common\skyrim) 3. Type in the following command: creationkit.exe -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file) 4. The CK will launch and perform some processing. 5. Move the file to your Data\SEQ folder. Note that the command line process may only work once. I've never been able to get it to work again since the first try. So I had to switch to the Steam method, which Alexander suggested. The SEQ file will need to be regenerated any time you add a new start-enabled quest to your mod, delete one from the mod, or toggle the "start game enabled" flag on a quest in your mod. So it's important to remember this. When I tested this, the command line option only worked once and has failed to ever work again. The Steam method works without fail each time, but it's a pain. Good news is, once the developers cleared Alexander and I to share this knowledge, I contacted Zilav (TES5Edit) and he'll be including support to generate this file through TES5Edit as well. The file itself is nothing more than a series of form IDs for each quest in your mod that's been flagged as start-enabled. It's encoded though, so you can't just type it out by hand. TES5Edit will be the easiest method for generating this file since it will place it in the proper folder for you, rather than the CK simply dropping it in the same place as creationkit.exe. Distribute the generated .SEQ file with your mod in the usual fashion. At this time, we have not been told whether or not this will be included as an official menu option within the CK. So for now just proceed as though it won't be added to the UI. Modders should be the one to generate this for distribution, but in a pinch, users can also follow the steps until modders can get around to generating it.
×
×
  • Create New...