Jump to content

NickyTwoTags

Premium Member
  • Posts

    5
  • Joined

  • Last visited

Everything posted by NickyTwoTags

  1. When you select the file to convert to an esm ( if it starts as an esp), are you marking the file as active before exporting as a small master file?
  2. Still no luck with getting the audio to play. I've tried to now copy the entire choice tree and lock it to a certain trait, but the NPC audio is still not being picked-up. It is also spitting these errors out as well: AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 FORMS: Form 0x010009F5 of type Scene is destructing with globally accessible counts. This form is being manually deleted, which is unsafe. It is also saying the form is for a Star_Pipe_Corner_A_01 for the audio? I have no idea why. Please, anyone with more knowledge can you help? I feel like I am going in circles with this. I truly do not understand how the audio files are being accessed with the CK. It would make sense if they were treated like an address, and the quest needing them is given the address to link. But with how things are going currently, is seems like the audio is hard-baked into each response, and new audio is needed for each choice.
  3. I think I'm getting a little closer. Not sure if it will end up copying and creating all new entities and bloating the file size, or if it acts as a map to the voice lines. Regardless, this is what I've done: 1) Create new dialogue options with trait requirements. 1a) This is done by creating a new topic after double-clicking on the orange action box. 1b) Create the new player dialogue that you want along with the trait to enable it. I think the skill section adds a flag to the in game response. Showing what skill is needed to use it... not 100% certain on this though. 2a) Now select the vanilla dialogue you want to copy. Complete that, then move the dialogue to the new player entry. 3a) As a point of reference, this is what the response should NOT look like. There should be a length to the audio track and the emotion not set to -1.00. 3b) Select the new player comment to move the file to.
  4. Right now, I am making a new trait that allows the player new dialogue options in conversations. Instead of editing the vanilla player lines, I would like to give the player new options from a selectable trait. In doing this, I am retaining the vanilla dialogue, but I've been running into difficulty in getting the npcs to use their voices when responding. the gist: is there a way to have a trait use vanilla npc dialogue and voice acting? I can get the text to work, but not the voices. Is there a Form ID that I need to have my dialogue choice reference for a response? If so, how do I do that? Thank you!
  5. I guess I should start this off with a question: How far can player animation edits go on a weapon mod? Point being, what if we use the base of a weapon and use that to build a vehicle mod. I am very new to creating mods, but would love to give it a go when the creation kit comes out. My thoughts are essentially the vehicle is treated as a weapon mod, specifically a ranged weapon. If on a normal weapon the reload button is for reloading, equipping and stowing. We could use that same function to spawn/mount the vehicle, and despawn/unmount the vehicle. In a way, it would be like a sparrow from Destiny. The movement would still be the character, but the animations would be worked to have the character "ride" the vehicle, rather than a walk/run/crouch animation. I know this would be difficult, but it may be a way to get a "vehicle" in the game. Additionally, Im assuming (maybe incorrectly) that changing the traversal speed would be a short console command string when the vehicle is equipped; player.setav speedmult X. If this can work as a weapon mod, this would also give access to the weapon workbench for modifications to the vehicle. These are just some thoughts I've had, excited to try them out with the creation kit. Let me know what you all think.
×
×
  • Create New...