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Everything posted by LuciaofArroyo
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I guess it's worth a shot, it's not really what I'm looking for if it can't be used on NPCs though. What are your thoughts on what I was saying about giving a feral ghoul Big Sals voice? It did work because several of the triggers likely matched each other and activated the appropriate soundfiles, so would this be workable for what you're talking about here? Again, it's worth a shot to see how it plays out.
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Ok, step by step: what I want is the ability to assign my own audiofiles to custom made NPCs and creatures -nobody tied in with any quests or the main storyline-, to have them say new things during combat situations, when they get hit or when they die or whatever. Examples would be feral ghouls and molerats; they have no actual dialogue, but they have plenty of "barks", and it's the barking aspect that I'm interested in focusing on: Let's say we examine the audio related instances that go on with a generic molerat, it has a series of audiofiles that are activated when it spots an enemy, or gets hit or attacks, and those are the condition-related-audiofiles that I want to work with to change the audio and be able to add new "barks" to new NPCs and creatures. "moleratsqueal.ogg" (hypothetically) is the bark that's activated when the creature gets hit, I want to keep the conditions that make squeal.ogg activate on the creature, but I want to change squeal.ogg and all the molerat type oggs (squeal.ogg, attack.ogg etc) and replace them with (hypothetically) "HenryKissingerCough.ogg" and a series of henry kissinger type oggs, to recreate "the impression" that the molerat speaks with the voice of Henry Kissinger instead of the voice of a molerat. The molerat or the feral ghoul, now that I think about it, are better examples to focus on instead of characters like Motor Runner, because these standard creatures don't have any conversation dialogue at all, and they do have those combat barks which is all I'm interested in. If we looked at this in terms of creating audio for creatures would this make more sense? But that's not the case with creatures is it? I've taken a Feral Ghoul creature and given it the voice of the Big Sal NPC, and other creatures like it, and it works because the identifiers will be corresponding to the appropriate voice files depending on which voice type has been assigned to it in the GECK. (like i said, problems only arose when I did the same thing to actual NPCs who had preexisting conversation dialogue- likely for the reason you describe) I mean, it works for all practical purposes, the combat audio triggers (searching: "where are you?", combat taunts, etc) work. The Feral Ghoul speaks with the voice of Big Sal, likely because Big Sals shares the same identifiers that the feral ghoul already has. (now, according what you said, this shouldn't happen. But the only reason this wouldn't work is if the game makers had done the most complicated and time consuming thing in the world by creating from scratch the scripting and identifiers and triggers for each individual NPC, rather than, as every other game has done; reuse the same basic "have conditions been met Y/N" template over and over. And this is what they seem to have done based on the fact that I've been able to change voices with the creatures. If we start with the premise that essentially the same basic template exists, then we can work with it... ...or simply create it ourselves by cloning and adapting the preexisting sound and conditions that exist for Mole Rat or Feral Ghoul) So, if a template was set up based on the model of a molerat or a feral ghoul that had a different ID to the feral ghoul (obviously) and could have audio "dragged and dropped" into it to correspond to these simple combat events via the identifiers, then that'd be the job done, and done relatively simply.
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DevinPatterson! Glad you're still here! The random babble is exactly what I'm wanting to focus on: a series of condition based triggers that activate usermade soundfiles that would function as easily as changing the voice of a random non-vanilla raider in the GECK from the fiend voicepack to the ghoul voicepack, or more specifically to be used in monster creations and for custom homemade companions. Ideally this would be a template setup in an .esp files where people could literally drag and drop their own audio files into a folder that would correspond to the triggers; a bit like ripping the voice for a molerat out of the game files and changing the audio for clips of Henry Kissinger talking about foreign policy. Or something. I was going from memory on what people had said in the previous threads, I know making custom voices is possible to do, because it's been done all over the place, but there seems to be too much over-sophistication on the concept of quest scripting which makes the idea of "dragging and dropping" or a "one size fits all" template seem impossible- but really, for a simple NPC, this could be done. From my own experience you can change, for example, Motor Runner or Veronica (ok, V's a bad example because she's so heavily embedded into the quest lines) to have different voices. Their in-conversation dialogue remains the same (apart from "goodbye") but their combat barks change to the type that it was set to, without really any fault. This does vary though, I don't know enough about the GECK to figure out why this happens for sure, but some NPCs will refuse to enter conversation at all and break the player character when they're spoken to. I'm guessing that has something to do with a conflicting script on the initial "greeting" soundfile that should play, and that's why I suggest leaving the hello/goodbye triggers blank if this drag and drop/ template idea goes ahead. I'm not saying this way would be perfect, it'd be a quick and dirty job, but it's worth a go to see whether it'd work. If it does then it'd be a great little tool to use. In fact if it's set up properly (and it is that easy) then the esp could be cloned, renamed or merged and then reused over and over with just an edit to the base ID of the template to make as many voicepacks as needed. (they are called voicepacks right? i dont want to add to confusion by using the wrong terminology) That looks pretty ambitious. I'll ask around and see if I can convince anybody to do that, you don't need me -yet another english voice- popping up in Nevada after 250 years of nuclear winter. That'd be about as realistic as that British Army in the Mojave mod :wink: I like the idea of the Independent Vegas... at the very least as a way to continue gameplay after the story ends. I suppose this is kind of related, but I'm surprised nobody has released a "post-hoover dam" mod to adjust the terrain and NPCs based on the players actions; turn the BoS bunker into a graveyard, stick Legion flags all over The Strip, that kind of thing. Like the comments are saying, it'd be a big mod to construct, especially going at it from 4 angles to cover every possible faction ending. I think that might scare people away from getting on board with it, but I don't know... if you need a hand with audio editing or sound effects though, that's one thing that's no problem for me to do. (and NPC making for that matter, tweaking the faces, making them look hideous or cute)
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This has been requested many times in the past, and once before by myself, and nobody was really interested in making it happen, but look, this is a good idea: What we need is somebody with the scripting know-how to recreate a basic template that can be assigned to new NPCs for usermade mods, basically in order to provide these NPCs with audio in combat and general situations. Veronica, for example, "says stuff" when she's engaging in different situations, this is what people need to give their own NPCs (or custom made creatures) the ability to speak outside of a regular conversation to add character and depth to them. Is somebody able to recreate a script that can be assigned as an NPC voicepack that has triggers for all of the situations that, for example, Veronica has? This could be filled up by usermade audio files, blank mp3's titled 1.mp3, 2.mp3 etc which are assigned to fire when a particular event happens; engaging in combat, becoming wounded, that kind of thing. The sections that I've read have talked about the impossibility of this happening, saying that each voicepack is scripted to work with a particular NPCs character ID, but this isn't the case at all. It's perfectly possible to go into the GECK and assign different voices to anybody, and it works. There's no reason that an .esp can't be created as a modders resource to actually do everything I've mentioned, and it would be incredibly cool to have a resource like this to let people create custom companions and creatures that would be so much better if they had their own voices- and sadly not everybody (myself included) knows how to create voicepacks which is why this should be created! Hey look, if anybody feels like making this happen I absolutely guarantee it'll be put to use on my mods, if nowhere else :)
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