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Follower Creation: Help


DannyStorm

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Hello People Of Nexus,

 

So basically, I have really enjoyed watching Black Butler (Kuroshitsuji) Over the last week and decided to search if there were a sebastian follower mod which there isn't, I was tempted to post a request in the Mod Idea section of the forum but decided to wait a bit before doing that and try making him myself.

 

Basically I want to know the basics of creating a follower, what is possible and what isn't.

 

I've spent some of today going throught the two seasons of black butler sampling Sebastian quotes, which I found amusing, and would like to know how to add them to the follower, if I can at all and what file format they need to be in if I can (Currently they are MP3).

 

I have also created a character that looks simular to him, but isn't perfect yet, and would like to know if I can use that characters model.

(To create him I used YGnord race, Enhanced Character Edit, Apachii Hair and the Eyes of Beauty mods, He also wears The Butler Outfit created by NovaMonk, If this infomation is needed)

 

This is my very First mod sorry for my stupidity,

 

- DannyStorm

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Well, in order to use mp3 audio files for dialogue in NPC's you are going to need to convert the audio to .wav because the Kit will not accept any other audio forms. (i actually think it accepts one other but its complicated). To do that you will need to use some sort of program that can convert it. My personal favorite and most easy to use is located here. Just follow the directions on how to use it.

 

Once you convert the audio file, you're going to want to add it into the CK. To do this you are going to want to the audio tab and sound descriptor. Then you right click and create a new one. Give it a unique ID. I would suggest something along the lines of AAAFollowerDialogue01 or for when in combat dialogue something like AAAFollowerCombatTaunt01. Something like that (something that you will remember or find easily)

 

http://i.imgur.com/6O1wWxt.png?1

Then you'll want to RIGHT click on the empty box under the "sound" tab and click new. It will bring you to your skyrim directory Skyrim/Data/Sound/fx (it may be just Skyrim/Data/sound but i'm not certain for other people, this is how it is for me)

NOTE THAT THIS IS THE ONLY DIRECTORY THAT YOU CAN PULL YOUR .wav FILES OUT OF. So you will have to minimize the Creation kit, open up the .wav files that you converted earlier and drag and drop them in to that skyrim directory I stated above. Now, go back to the CK and select the files you dragged and dropped in. and that is all you have to do in terms of adding the sound file to the Creation kit. Preview the sound as well and make sure that it is working fine. You don't really need to mess around with the other options in the sound descriptor unless you want to change the pitch of the sound or the sound is too quiet or too loud. You can then click okay and it will have created and added the sound/dialogue in to the CK!

 

But we are not done!

 

After you have done all of that and the Sound descriptor has been added, you want to navigate to your follower's Dialogue quest. If you have not created a dialogue quest, then go over to the Character tab and click on quest. You can just created a new one. Give it a unique ID, something I suggest may be like AAAInsertFollowerNameHereDialogue. Then just give the quest name anything you want really it doesn't matter in this case. Set priority I'm not entirely familiar with, but I looked at DialogueDremora for assistance on the Quest Data. I just set it to 5 and it seems to be fine. Tick the box "Start game enabled" and untick the other ones. Make sure Type is None and then click OK to create the quest.

Before we open up the quest we just created, head over to Character tab and select Voicetype. Very easy to make a voicetype, just create new and then give it a unique ID that you'll remember and select the gender of your follower and I don't think you need to worry about the "enable default Dialogue". just leave it unticked. After you create the voicetype, go to the actors tab and select the follower that (im assuming) you have already created. Under the "Traits" tab, go down to the dropdown box that says "Voicetype" and select the ID of the Voice type that we just created. You can click okay now. Now head back over to that quest we created and you should see a lot more tabs then before. Before we navigate to the ones we need, go to the tab "Quest Data" and right click under the Conditions box and click new. Select "GetIsVoiceType" and click the "INVALID" button to the right of it and select the ID of the Voicetype we created earlier. then just don't worry about the other options and click okay. This condition lets the game know that the only actor(s) that are allowed to use this dialogue "quest" are the ones that have the specific voicetype that you created. Now, its a matter of creating the dialogue you want the actor to say (Obviously whatever that .wav file you created earlier says.) I don't really feel like explaining how to add dialogue branches and topics, but I will kind of explain these main two windows that you will see here:

http://i.imgur.com/m4iadWt.png

The first thing that will pop up is the "Edit Response" window. The Response text is what the actor will say prior to what dialogue topic the player selects. That "Prompt: --" you see at the top of the window is what the Player will say. The response text is what the NPC will say. You get the point. Now the important part: where it says "Sound file" you want to click on that. This is where those sound descriptors we added earlier come in. All you do is select the appropriate sound descriptor that matches the response text, whatever that may be. Then click Okay, don't worry about anything else in that window. The next window that pops up (right) is the topic info. beside where it says "Prompt" this is what the player will say. The response text will already be there becuase you will have already created it. You can tick has lip file and thats it. *A LITTLE OFF TOPIC*: The reason I have random ticked in this one is becuase I was using in combat audio. For example, the NPC will sometimes taunt in combat, like you hear with bandits saying "I'll mount your head on my wall!" or "Time to die today!" etc. I have multiple audio files of different taunt quotes witch is why I have random ticked. This tells the game to use a random audio clip of the ones that I have added to the specific topic branch. But you don't need to worry about that if you are just doing dialogue for what the player selects on the NPC. *BACK ON TOPIC* You can now just click Okay, and theoretically, you should be able to go in game and select the dialogue option you have set for the player to be able to select, and the NPC will be able to say that.

 

If you have any questions or need someting clarified, just ask and I'll do my best to help :smile:

I also apologize for bad grammar, as I am typing very fast and trying to get my point across, I will also assume that there will be some muggy areas where I didn't explain as well. Just tell me and I'll clarify. Hope this helps!

 

P.S. nice profile pic! Good to see a fellow rogue amoungst the shadows. Keep it Stealthy! :)

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Well, in order to use mp3 audio files for dialogue in NPC's you are going to need to convert the audio to .wav because the Kit will not accept any other audio forms. (i actually think it accepts one other but its complicated). To do that you will need to use some sort of program that can convert it. My personal favorite and most easy to use is located here. Just follow the directions on how to use it.

 

Once you convert the audio file, you're going to want to add it into the CK. To do this you are going to want to the audio tab and sound descriptor. Then you right click and create a new one. Give it a unique ID. I would suggest something along the lines of AAAFollowerDialogue01 or for when in combat dialogue something like AAAFollowerCombatTaunt01. Something like that (something that you will remember or find easily)

 

http://i.imgur.com/6O1wWxt.png?1

Then you'll want to RIGHT click on the empty box under the "sound" tab and click new. It will bring you to your skyrim directory Skyrim/Data/Sound/fx (it may be just Skyrim/Data/sound but i'm not certain for other people, this is how it is for me)

NOTE THAT THIS IS THE ONLY DIRECTORY THAT YOU CAN PULL YOUR .wav FILES OUT OF. So you will have to minimize the Creation kit, open up the .wav files that you converted earlier and drag and drop them in to that skyrim directory I stated above. Now, go back to the CK and select the files you dragged and dropped in. and that is all you have to do in terms of adding the sound file to the Creation kit. Preview the sound as well and make sure that it is working fine. You don't really need to mess around with the other options in the sound descriptor unless you want to change the pitch of the sound or the sound is too quiet or too loud. You can then click okay and it will have created and added the sound/dialogue in to the CK!

 

But we are not done!

 

After you have done all of that and the Sound descriptor has been added, you want to navigate to your follower's Dialogue quest. If you have not created a dialogue quest, then go over to the Character tab and click on quest. You can just created a new one. Give it a unique ID, something I suggest may be like AAAInsertFollowerNameHereDialogue. Then just give the quest name anything you want really it doesn't matter in this case. Set priority I'm not entirely familiar with, but I looked at DialogueDremora for assistance on the Quest Data. I just set it to 5 and it seems to be fine. Tick the box "Start game enabled" and untick the other ones. Make sure Type is None and then click OK to create the quest.

Before we open up the quest we just created, head over to Character tab and select Voicetype. Very easy to make a voicetype, just create new and then give it a unique ID that you'll remember and select the gender of your follower and I don't think you need to worry about the "enable default Dialogue". just leave it unticked. After you create the voicetype, go to the actors tab and select the follower that (im assuming) you have already created. Under the "Traits" tab, go down to the dropdown box that says "Voicetype" and select the ID of the Voice type that we just created. You can click okay now. Now head back over to that quest we created and you should see a lot more tabs then before. Before we navigate to the ones we need, go to the tab "Quest Data" and right click under the Conditions box and click new. Select "GetIsVoiceType" and click the "INVALID" button to the right of it and select the ID of the Voicetype we created earlier. then just don't worry about the other options and click okay. This condition lets the game know that the only actor(s) that are allowed to use this dialogue "quest" are the ones that have the specific voicetype that you created. Now, its a matter of creating the dialogue you want the actor to say (Obviously whatever that .wav file you created earlier says.) I don't really feel like explaining how to add dialogue branches and topics, but I will kind of explain these main two windows that you will see here:

http://i.imgur.com/m4iadWt.png

The first thing that will pop up is the "Edit Response" window. The Response text is what the actor will say prior to what dialogue topic the player selects. That "Prompt: --" you see at the top of the window is what the Player will say. The response text is what the NPC will say. You get the point. Now the important part: where it says "Sound file" you want to click on that. This is where those sound descriptors we added earlier come in. All you do is select the appropriate sound descriptor that matches the response text, whatever that may be. Then click Okay, don't worry about anything else in that window. The next window that pops up (right) is the topic info. beside where it says "Prompt" this is what the player will say. The response text will already be there becuase you will have already created it. You can tick has lip file and thats it. *A LITTLE OFF TOPIC*: The reason I have random ticked in this one is becuase I was using in combat audio. For example, the NPC will sometimes taunt in combat, like you hear with bandits saying "I'll mount your head on my wall!" or "Time to die today!" etc. I have multiple audio files of different taunt quotes witch is why I have random ticked. This tells the game to use a random audio clip of the ones that I have added to the specific topic branch. But you don't need to worry about that if you are just doing dialogue for what the player selects on the NPC. *BACK ON TOPIC* You can now just click Okay, and theoretically, you should be able to go in game and select the dialogue option you have set for the player to be able to select, and the NPC will be able to say that.

 

If you have any questions or need someting clarified, just ask and I'll do my best to help :smile:

I also apologize for bad grammar, as I am typing very fast and trying to get my point across, I will also assume that there will be some muggy areas where I didn't explain as well. Just tell me and I'll clarify. Hope this helps!

 

P.S. nice profile pic! Good to see a fellow rogue amoungst the shadows. Keep it Stealthy! :smile:

 

Thank you so much for the infomation on how to do the custom audio, I didn't think that their be so many steps to take but it looks like a fasinating task to do this holiday :laugh:

 

I will gladly ask to clear things up as problems occur, I think you covered everything in well enough detail to understand

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No problem, I'm glad to help! And yes, it is a bit of a pain to add custom audio, I had to figure this out myself because I couldn't find tutorials ANYWHERE. Took me forever lol. Just thought I'd spread the info, because coincidentally, I am adding custom dialogue to a follower I am creating as well :)

 

Anyway feel free to ask if you have anymore questions!

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