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Found 4 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. I have a very puzzling -- and frightening -- problem with a mod under construction. A particular NPC has suddenly lost *all* of his dialog, even though it was working perfectly fine before. Furthermore, I can no longer add dialog to that NPC in the Construction Set (I tried this as a test). If I look at the quest panel, all the dialog is there and has the appropriate GetIsID conditions for the NPC's base. If I open the file in TES4edit, the hexadecimal form IDs for the NPC match up with the target of the GetIsID condition. The Filtered Dialog view in the CS shows only the vanilla dialog for this NPC, but it works properly for all my other NPCs (about 75 of them, in fact). *However*, if I select the NPC in TES4edit, and ask it to show me the references, all the INFO records show up correctly. So the key here is, what causes "filtered dialog" to be absent in the game and in the CS, but still be found in TES4edit? This NPC was working fine until today, and suddenly is not, even though I haven't edited him or the cell containing his reference for several weeks. I strongly suspect the CS has corrupted my file, but I don't seem to be able to see what is wrong. All the hex numbers seem to line up if you examine it in TES4edit. After backing up my file, I tried deleting and re-adding the NPC's in-game reference, but that didn't seem to change anything. Has anyone seen something like this before? Thanks.
  3. Good day, all For a large quest/town mod, I need to add some random conversations to a fairly large number of NPCs who will be fully voice-acted, and I'm having difficulty getting it to work. As background, I will note that I have done a lot of player/NPC quest dialogs and also scripted NPC utterances ("conversations" in game mechanics, but one-way monologues in human terms). So I'm familiar with the basic mechanics of the process. I also am aware of the issue of NOT being able to entirely disable the vanilla dialog topics from the various Generic... quests, as well as miscellaneous dialog for combat, crime, persuasion, and so forth. Although it is not ideal, it is not feasible for us to use custom races or similar workarounds and have all our voice actors record all those thousands of lines of miscellaneous dialog. There are about 75 NPCs in our mod, and we have around 25 voice actors, so that would just make the project too big. Fortunately, though, the dialog I need is generic for all NPCs in a particular (and fairly small) group of factions. There is one faction in which all citizens of the town are members, at various ranks, so I can easily filter general town dialog based on GetInFaction() calls. In fact, I am already doing this for certain player-selectable topics (such as "tell me about the town's history"). When I tried this for conversations (that is, HELLO...something...something...GOODBYE topic sequences), the NPCs seem to ignore my new conversation topics, except in one specific situation which resulted in a really anomalous behavior, but I'll cover that oddball case at the end of this post. I should also mention that this mod has a "supervisory quest", invisible to the player, that is enabled at game start and is never completed. It does no journal updates (well, *now* it does, for debugging, but it won't in the released version), but enables some custom dialog (such as the "tell me about the town's history" example from above) and stores some quest variables that govern behavior of some of the town's NPCs and features. So I do have a good place to insert my random conversations without modifying the Generic... quests in the vanilla game. The goal is one of two things, in preference order: 1. My NPCs use *only* my custom voice-acted conversations for their random NPC/NPC conversations, and eschew all the vanilla conversations. Some of the behavior I have seen with quest dialog suggests that the game engine may in some cases prefer quest-specific dialog over generic dialog, but that isn't the way the documentation reads (and yes, I've studied that in multiple places). The documentation doesn't really seem to cover my middle-ground case; people talk about adding dialog or totally disabling all vanilla dialog, but not my case of wanting to replace only part of the vanilla. 2. My NPCs add the custom conversations on top of the existing vanilla conversations. In this scenario, I would create topics like HELLO and CreatureResponse that simply merge into the existing conversations. My concern with this option is that I might have to modify the Generic quest, and some of the online documentation seems to suggest that this would badly invite conflict with other mods. In particular, I found one article on the CS wiki that suggested that any modification of the Generic quest would result in a "last mod in load order wins" situation, rather than simply having my new topics just be added. That seems counter-intuitive to me, but there it is. So, I'm looking for any guidance people could offer on how best to do this. Is it okay to modify Generic, with dialog conditioned on my custom factions? How do I get the dialog to actually be included, as it mostly seems to be ignored right now? Is there a way to make my NPCs prefer my random conversations over the vanilla, or at least to treat my conversations separately? I'll post separately on the weird anomaly, still in this thread but as a separate post so as not to entirely cloud the main issue. Thanks! Syscrusher
  4. I'm looking for feedback on extending the 38-character player response dialog length in the CS to allow more nuanced responses from the player. With the 38-character "clunky console limit", it seems like your responses are limited to "Yes", "No", "Grunt", and "Ugh". There is an article on the CS wiki documenting how to increase the 38-character limit, and indicating that the *game* will accept longer text without INI file changes (something that I consider a sine-qua-non requirement of our mod...we don't want to add that extra complexity to the installation). What I'd like to know is, do other modders think this is okay to do, or is it a horrible idea? I'm thinking of going to either 50 or 60 characters. I really doubt anyone is running the PC version of the game on resolutions so low that these lengths would be a problem. Comments?
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