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Everything posted by gahnzz
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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.
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Tutorial: Adding Custom Voice even if the CK won't
gahnzz replied to SinderionsBones's topic in Skyrim's Skyrim LE
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. -
Tutorial: Adding Custom Voice even if the CK won't
gahnzz replied to SinderionsBones's topic in Skyrim's Skyrim LE
@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? -
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!
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Trouble with steam mods not downloading into game
gahnzz replied to Morigetsu's topic in Skyrim's Skyrim LE
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... -
Voted, watching and keen to help out if needed. CK newbie, but skilled writer/actor with 30 years experience.
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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!
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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...
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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.
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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.
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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...
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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
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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.
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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...
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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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I'm assuming that most (some? all?) of these are not fully realized, integrated, debugged and playtested game mods but are instead quick proof of concept snippets. That said, it drives me nuts that I can't shoot an arrow or swing a blade (or even talk to someone!) from horseback .... This. Come on people, he said it was one week for an individual person to take some time and SPEC out something. Many times it's a single camera shot of a CONCEPT to show it's feasability in the game engine. It's not like they took this entire feature list, programmed everything, set it up, QC'd it, balanced it, QC'd it again, then decided to put it into the overall world. Having a single scene of a player fighting with a spear doesn't mean that spears were developed by one person in one week. It's a spec reel for god's sake. Nice ideas... thinking out of the box once the game's released... but that's all it is. Proof of concept.
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With the guards you don't have to worry so much as most of them have helmets on! :D True - but there is a mod out there that removes the guard helmets and makes them more region specific (great mod btw) so I want to cover that base just in case.
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Okay - using the CK I exported all the dialogue script that is set as Guard - Male. The link is: http://www.gahnzz.com/wp-content/uploads/2012/02/Guard-Dialogue.docx It's about 44 pages. I'll be testing this weekend to figure out the best settings to use and how to drop them in-game. When recording, if you can match the pace of the original actor, that'd be great so we won't have to futz with the lip-synch files. I'm new to the CK and am still learning my way around...
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I had to make sure my Steam was updated to the current version... it didn't do it automatically.
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Finally an end to "WHEREZ DA CK BETH!?!?!" and "THEY SAID JAN!" and "I AM ENTITLED TO A CK - IT'S Y I BOT SKYRIM!" Praise be to the Flying Spaghetti Monster.
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Modding for Beth games has been around at least a decade, growing exponentially each year. Yes, Steamworks is being done... but it's only the first time that developers have entered into the mod creation and organization space to any real degree. I'd be betting that the Steam Workshop is only the first of several steps we'll see over the next year or so to finally allow to modding across all forms that a game comes in... Steam is available on PS3 and Beth has said in numerous interviews that they are ready to start coding for consoles... Even without the consoles, PC modding goes back a long time and it's not going anywhere. The Creation Kit (apparently) is the most robust tool for end-user modifications ever released and will allow for a whole new level of customization and extension of a brands lifecycle. Oblivion and Morrowwind have been off the top 10 for quite a while (6 and 10 years respectively) yet still are sold actively simply because of the mod community. I'm willing to bet that Valve isn't shouldering the cost of the Workshop alone... I wouldn't be surprised if some big developers aren't looking at Steam Workshop as a way to keep their brands active for YEARS after release. It just makes sense financially... they create the world and the initial forays into it, then modders come in and extend the life of their product by leaps and bounds - at no cost to the developer themselves outside of burning new discs and a very low level of advertising.
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Are those projects for the Oblivion system? The Dark Brotherhood was for Skyrim, but it's being adapted for Skyrim now... I believe all the others are Skyrim specific.
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There is already a large mod in process with a lot of design work done. It's hosted over at Dark Creations (http://www.darkcreations.org/forums/forum/7-hosted-projects/) There are several teams in place, doing a Dark Brotherhood expansion and whole regions for Elsweyr and Black Marsh, in addition to adding an Archipelago. I'm volunteering voice work for the Dark Brotherhood project at the moment, but just so you know, some areas are already in the works and have been for some time.
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The banning of Skyrim Global Evolution creator's legitamacy
gahnzz replied to maledwarfwarrior's topic in Skyrim's Skyrim LE
Regardless of whether or not it was a legitimate ban or not - it was appealed and the appeal was denied. The Nexus is owned (lock, stock & barrel) by Robin and the people who moderate are people with whom he has invested his trust. I plan on volunteering with BongFu on that mod, and you know what - if it's banned here... it's banned and can't be downloaded from here. I'll d/l it from somewhere else. To sit and complain and rant that against a private organization on that organizations boards is pointless. They provide a service to the community, and if you don't like how they do it - go somewhere else. They are not obligated or required to do ANYTHING if they don't want to... They don't owe a response to anyone. It was a discussion between the moderators, BongFu and Robin. End of story. Besides, with the CK and the Steam Workshop coming, it wouldn't surprise me if it lands there. No biggie. -
I get what you are saying and kind of agree... Black Soul Gems should provide an extra kick as you basically are trapping an cognizant, intelligent being and not a mob or animal. I think they should be much rarer and really be the gem that is the creme de la creme when it comes to soul gems. Grand is nice and is like the Mercedes of gems... but Black? Those should be much rarer, require a special skill and impart truly epic enchants (i.e. a random context-sensitive enchant along with the requested enchant). Through some vampiric benefit when enchanting a fire sword, adding spell absorbtion when enchanting a shield, that kind of thing. Random effect, but it makes sense and boosts the item that much more. What is the Black Soul Gem carried over aspect of the person used? Soul of a mage = extra boost of magic resist, soul of an melee class gives extra block, soul of a vampire gives health drain...