So I'm making a custom-voiced follower, using pre-existing audio from in the game. It will basically make MaleCondescending voicetype into a legitimate follower voicetype. I've tested the commands in-game - the follows, waits, trades, etc. and they all appear to be working, if mute. However, I'm having a problem completing them.
http://i717.photobucket.com/albums/ww179/satma08/c51ff4e5-f6ec-42c7-921a-6a4668acd270.png
This is the window for one of the dialog topics. Where the blue arrow is, for every other NPC's response, usually has a text string that is a directory path for the NPCs it applies to, with the Voice Filename in the box above at the end with a .wmx extension. As you can see, there is no text, and for the life of me I can't figure out how to add it.
I did some experimenting to try and work around this:
1) The directory string seems tied directly to the conditions imposed on the dialog topic. When I remove the condition binding the topic to VoiceType Male Condescending, the box is populated with directory listings for all the vanilla voicetypes but MaleCondescending.
2) I added the voice clips for the dialog topics to what would be the expected path for them with the file name that it would otherwise be using; this had no effect.
3) I tried to trick the Creation Kit into adding the clips by putting the audio clips into the directory two steps up and naming them TEMP.wav. Doing this allowed me to successfully preview them in the editor, but on clicking Save, only a .lip file was generated and the .wav was not moved to the expected directory.
4) I added MaleCondescending to the various Follower-related Form Lists to see if it was a check against those lists somewhere in the CK denying MaleCondescending access, this had no effect, even after a save, exit, and reload of the plugin within the CK.
5) There is no way to manually force this through TES5Edit: I checked and compared Dialog Topics for my follower as well as other custom-voiced followers and wherever this string is stored, it's not stored under the DialogTopic.
6) The audio IS functioning properly within the DialogueFavorGeneric quest used to kick NPCs into the follower system, so this is a problem tied specifically to the follower quest. This is even more perplexing, as there are conditions applied to DialogueFavorGeneric, but absolutely none applied to DialogueFollower.