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gahnzz

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  1. Actually, with the CK in its current state, you can only record voice for new NPC's. Yes, there is a way to go through and re-voice an existing NPC but I don't think anyone has sussed out the logic that the CK uses to select which voice to play when for the generic NPC's. Until it can be figured out, replaced or made easier - this is well above my ability to do... If someone else wants to jump in and run with this, by all means because I don't know where to take it at this time.
  2. As they touch on in one of the quest tutorials on creationkit.com, the only issue with this is to make new files you need the original voice actors... or someone VERY close. Doing it is not the issue at all. In fact go over to the last few tutorials on the creation kit site related to quests and dialog and they talk about how to edit things like npc's hellos and goodbyes. The engine is built for doing exactly what you're talking about with minimal fuss EXCEPT NPC's talking with several different voices would be very odd. Actually, I'm more interested on focusing on non-named NPC's. There are common things said by everyone regardless of city, gender, etc. "Arrow in the knee" for example. I don't want to have people impersonate the named NPC's so that it matches... I want to have a mod that just adds a great deal of variety to the radiant dialogue (said mostly by guards, etc) but also yelled out my forsworn, necros, bandits and whatnot. I've exported all the dialogue and I know where the .fuz files are... just not how to throw my pre-recorded audio files from other people into the pool that the engine uses when assigning a radiant voice... "keep your hands to yourself, sneak thief..." that sort of thing.
  3. @SinderionsBones Quick question... I want to create a mod that will add a greater variety to established NPC's (like guards, bandits, necromancers etc.) I'm not looking to redo the LIP files, just want to import additional audio assets for the engine to pull from so that you aren't hearing the same 5 voices over and over again... Is that even possible given the CK in it's current state?
  4. Okay - I'm getting a bit further into modding and was curious how upgrading an Interior Cell via questing works... i.e. when the TG quest line progresses and the guild HQ gets improved along the way - how is that actually done? Going through the files, I'm not seeing different versions of the cells depending on where in the questline the player is... so how's it done? Thanks for the assist!
  5. This is a known issue and apparently Steam and Bethesda is working on it. Initial thoughts are that it's related to having over 50 mods subscribed... but I get it and I trimmed down to 44 mods. The only downside is that mods aren't updating - it doesn't interfere with running Skyrim. My recommendation would be to grab whatever mods are crossposted from the Nexus and just wait for Bethesda/Steam to get their stuff working...
  6. Voted, watching and keen to help out if needed. CK newbie, but skilled writer/actor with 30 years experience.
  7. Can't you use camera tricks? Rotate the camera to be behind the person talking or put it in an angle that it is not possible to see that the syncing is kinda wrong. I mean, is that even possible? (i play skyrim in third person). AFAIK that wouldn't solve our problem. I wouldn't want to control the camera every time a guard speaks - that could get dizzying!
  8. The problem I am having is figuring out how to link audio files with existing lip synch records in the CK. The default way is to simply record the dialogue live directly into the CK. Can't seem to figure out how to upload a variety of files for X NPC to pull from...
  9. The concept is nice, but it is very immersion breaking for the purposes of this mod. I'm sure that there is a mod there, but it's not this one.
  10. Agree - the far easiest method is to go into the CK and grab the item (ID LongBow) and edit the base damage (default is 6) and change is to whatever you want it to be... Hope that helps. This probably won't be a released mod as it's such a minor change and relatively easy to do now that the CK is out.
  11. Ditto kromey - I think the OP should go ahead and do it! That's why I said healthy competition. Everyone has a unique vision and the CK and The Nexus allow us to create and share... I'm sure there are people would would D/L his version over someone else's...
  12. I dig the idea - but there is already a modder who has started on this project... maybe get with him? Or just provide some healthy competition! http://skyrim.nexusmods.com/downloads/file.php?id=6770
  13. Anyone figure out how to edit the Biped Object list to allow for a second "Ring" option? The list currently reads: 30 - HEAD 31 - Hair 32 - BODY 33 - Hands 34 - Forearms 35 - Amulet 36 - Ring 37 - Feet 38 - Calves 39 - SHIELD 40 - TAIL (only on Khajiit & Argonian - otherwise Unnamed) 41 - LongHair 42 - Circlet 43-49 are Unnamed 50 - DecapitateHead 51 - Decapitate 52-60 - Unnamed 61 is FX01 - guessing this is for spell effects/poison/etc. The list appears to be greyed out and I cannot seem to find the Biped Object list to change one of the Unnamed slots to LeftRing. I'm sure there are other steps, but this has to at least be a step in the right direction.
  14. I would assume making sure his settings in the CK are identical to Meeko & Vigilance (the other dogs you can recruit). Just looking at them, Stump doesn't have either the CreatureFaction nor the DogFaction, also you would need to be able to have him level with you, hence deselecting the "Use Stats" checkbox down in Template Data and filling in the desired stats. What I don't know is how to trigger the recruit option...
  15. I'm also trying to find a way to edit the Biped Object list to allow for a second ring slot. Any idea how to do that? I suspect I might need to edit the list on each race/gender... but that's no biggie.
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