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[Request] Bring Duncan to the Commonwealth
Firebeard17 replied to DiscordOfSound's topic in Fallout 4's Mod Ideas
3 years and no one has done this :( -
I'm pretty sure i've got all the tools that i need i've got Audacity i've got VFRT ive got Skyrim Audio converter and the CK. I've planned out the dialogue tree's (on paper) using VFRT. I'm trying to make a mod that uses vanilla Dialogue in response to new dialogue trees, so when i talk to my custom wife i can ask her how shes doing and have her run through a list of random responses. so the only thing left to do is make the dialogue trees in the ck and add the voice files and lip files to the correct place. This is where im lost. All the tutorials ive found only show how to make custom voice dialogue trees, if you plan to record the voice clips yourself, so my question is, do i follow the same steps ? Do i just do everything like i would if i was going to record the audio myself? Writing out the responses in the correct area's and everything? And if so once ive created the dialogue trees, what is the process of getting my extracted voice files in the correct format and location so that the ck can read and assign it to the correct response. i know i need to convert the format and then rename it exactly what the ck names it. but im still not sure how to use the tools i have to convert it and place it in the right spot in the right format before renaming it. on a side note is there any way to set the restrictions to only use specific dialogue if they are your spouse or your follower? ik you can set it to just that specific person with getid but id like to have it if you could set it so that the dialogue only becomes available after they are at least at a higher relationship level as well, like friend or lover. \ Edit - All of the Dialogue is set up in the game there is just no voice for it. So far i've unpacked the voice.bsa located all of the specific lines i needed and converted them with Unfuzer into .WAV format IK i need to take the name that the construction kit generates and rename the files i have in .WAV format right now but do i just move it as a .WAV + lip file? or does it need to be in .FUZ or .WXM format? this is where i'm lost. Also i used Audacity to edit together a line of dialogue and right now its just a single file in .WAV format. how do i generate a lip file for that? Also do i need to record silence for every single one of my lines of dialogue. I tried to record silence for one just to generate the file path but the .WAV file it produced was just named "temp" to me this doesn't seem right but i could be wrong i just assumed it should share the name it was given in the box above the record button so that i could just rename the file i move into that directory the same name as the file it made but theres no way id just be naming all of them "temp" also it didnt provide a lip file. please help me finish this mod lol i've been at it with no success for over 2 weeks.
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
Ok ive got Nifskope downloaded, ive extracted all of my meshes, voices, textures and everything into a seperate file inside of my data folder. i used BAE so that i could look inside to see if it was there but after i did that i got missing specular maps for even more stuff. Im so far away from being a computer guy and feel like a complete lost cause ahaha but i have no idea how to check in Nifskope the file path and or if i messed something up by extracting the files into a new folder im assuming i did but the original .BSA's are still in the same location so i'm not entirely sure why new warnings for more specular maps started coming up after that. Also if i find out through Nifskope that the file isnt in the correct location or that the ck is trying to read it from a different location im not really sure how to connect the two so it reads properly. Also you have listed your file paths to where yours is stored but i dont actually have a similar file path at all. There is no Textures or Meshes file under my Common > Skyrim Special edition, tab, Only in the data folder is that normal or should i create a texture and meshes folder in that tab and move textures and meshes there? When i open my meshes in NifSkope everything displays and the file path is in the bottom of the window but its just the file path to the extracted files so is there a tool in nifskope to show me the original file path or something? also my meshes give me three seperate NIF files when i open it under FaceGeom > Modname.esp and there are 3 .dds and 3 .tga files in the textures path for the mod as well should there only be ? could this be causing my issue? ^^ that seemed to be my issue i was copying everything from meshes and textures into the archive instead of just the updated version of it so i think it was overlapping or something either way i tried only using the newest save for it and my npc is now in game with no problems.... well i did move a chunk of the floor so im hoping im able to fix that somehow lol got a nice new sun roof in the winking skeever if not lol- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
ok so if my meshes are infact packed without me needing to rename the meshes path myself could it be the missing head nif warnings that im getting thats causing my pixelated face? so far when i preview my npc i get warnings for should have been converted offline and missing head nif - shoe nif and clothing torso nif. or is this a separate problem ? or not a problem at all and can be ignored like some of the other warnings. after i exit the head nif message goes away but all shoe and clothing and hand specular map warnings still come up. this is for a seperate mod from erik i decided to try and make an npc as a separate mod and ive been working with that npc through these steps instead of Erik.- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
Alright sir you are a gentleman and a scholar it worked, only one problem though i don't get the option to save a .bsa name for my meshes and my meshes are not showing up on my character in game. I have a very pixelated face with no war paint or anything but everything else is fine. i get the option to save a name for my main.esp and my textures.esp but after that nothing comes up even though i've put my meshes in the list i'm going to spend some time searching around for a fix for that so thank you for all your help either way.- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
Ok when i go to create archive there is nothing listed in the window how do i fix that ? that is most likely why im just making files with nothing on it ahah also im only really File>save ing my work is there another step i should be taking ? ive watched a tutorial on how to upload for fallout 4 assuming it was the same but i havent had to do anything with renaming files or exporting anything. Do i just rename the files in meshes and textures under facegeom that are saved as "modname.esp" as "modname - textures" im super confused and being this new sucks ahhaha- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
Turns out im just rubbish at getting it onto the Xbox. After the 2 hours it takes me to get on to my skyrim on pc i ran through and checked and all the mods ive made have been implemented on my pc game but when i try to put it on beth.net for xbox something goes wrong so any advice on how to properly get it from the ck to beth.net xbox side?- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
lol no worries but like i stated above i test it on my xbox not on my pc because my pc isnt really up to code for playing a game like skyrim its got like 10fps permanently. To test it on my xbox ive gotta have it on beth.net and bethesda immediately enables the mod when you download it on console also i play with the loadorder and stuff to make sure its not just a problem conflicting with my other mods or anything so ive tried everything to get it to work but thank you for trying to help. The only thing i can think of is the warning i get for missing headnif or should have been done offline. But i haven't done anything with the construction kit that should be causing issues its a fresh download so im not sure how to even go about fixing that issue or if its not a problem with that what im doing wrong in my process.- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
Just to be sure that i'm even taking the right steps ill give you a quick run down of how i'm doing this - open ck -file - skyrim box - actors - erik - make changes - ok - hireling erik -make changes - ok - locate names in list ctrl f4 -save -login to bethesda.net- file - upload plugin and archive to bethesda.net - xbox. then i set it up on beth.net as a private mod so i can test it on my xbox because my computer runs skyrim like garbage so it would take me a year to test it on pc lol. it tells me that an archive might not be needed and if i want to use one to pack the files myself but no matter what i do in meshes and textures it leads me to an empty folder with my mods name on it. ik the files are in there bc i can see them outside of when im looking for them in the archive search but i have no way of adding them to the list....seriously noobish and very deeply sorry for being so green about this lol- 14 replies
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SSE Desperate need of assistance
Firebeard17 replied to Firebeard17's topic in Skyrim's Creation Kit and Modders
how do i check the bsa, so far in my data folder i have texture and mesh folders that lead to the face gen folder but all of my .bsa are separate things in the data folder. None of my .bsa are in textures or meshes is that normal ? i feel like the .bsa should be in the texture and meshes folders. Either way when i go to the face geom folder down the path in either textures or meshes the .esp for the mod is in those folders. thanks for the response btw- 14 replies
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i'm very new to the world of modding and i've been trying to get into it but i'm finding the more time i spend inside the ck for skyrim se the more hair i've lost. I have a few mods that i'm trying to make and each of the mods i plan to work on seems to deviate just a bit from all the tutorials for anything to do with that part of the kit. I've posted on bethnet looking for help and got squat so i figured it was worth a shot to try here. The first mod i'm trying to make i feel should be simple but i for whatever reason cannot seem to get it to work. It's just a mod to change the hair style and beard and maybe give some face paint to Erik the slayer. I've gone to the actors tab found both versions of him made the changes i wanted and used ctrl+f4 to export it and then went to file and used the option to load it up to bethesda.net to try testing it on my xbox. the mod shows up in my library with a file size but when i download it and open the game, no changes have been made to the character, i've tried everything i can think of with 0 results, so i could use a bit of advise with this. I will provide any information that you need on request but im insanely new and have no idea what i could offer for information at the moment because i have no clue why its not working. i do get a few warnings any time i do anything in the ck though and it could possibly be related to that but im not sure. The second mod i aim to make is one that works with audio files but i figure one problem at a time is enough and if i can figure out what i'm doing wrong with problem #1 i can ask for further help with mod #2 after. If there are any tutorials that you think i may have missed...trust me i've been searching lol but if you think i may have missed one or know one that could definitely help me or have any insight on this problem yourself it would be greatly appreciated.
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