Vai1lyn Posted July 13, 2021 Share Posted July 13, 2021 (edited) Hi! I am currently creating a mod which aims to completely overhaul the Bosmer race. Among other things, one of the features is new greeting (HELO) dialogue. I basically want that more NPCs react to the player being a Bosmer, having custom greetings when starting conversations. I implemented this using quests, currently I have * BOReactionBosmer1 (for voice type MaleSlyCynical)* BOReactionBosmer2 (for voice type MaleBrute) These quests have an associated dialogue topic, namely * BOReactionDialogueBosmer1* BOReactionDialogueBosmer2 Currently, BOReactionDialogueBosmer1 has a HELO dialogue entry with formID FE0008BC and index 1, and BOReactionDialogueBosmer2 has an entry FE0008BE and index 1. I have generated FUZ files from WAV and lip, and my audio structure is as follows: Data'-- sound '-- voice '-- bosmeroverhaul.esp '-- MaleBrute | '-- BOReactionBosmer2_BOReactionDialogueBosmer2_000008BE_1.fuz | '-- BOReactionBosmer2_BOReactionDialogueBosmer2_000008BE_1.lip '-- MaleSlyCynical '-- BOReactionBosmer1_BOReactionDialogueBosmer1_000008BC_1.fuz '-- BOReactionBosmer1_BOReactionDialogueBosmer1_000008BC_1.lip When I jump ingame, and talk to NPCs having the voice types above, the dialogue topic gets successfully triggered. I see the correct subtitle for the greeting. However, I don't have any audio, the NPC is completely mute in the dialogue sequence. What have I missed here? Shoudn't this be the correct audio paths according to the Creation Kit Wiki? I have created the mod using SSEEdit. I have generated a .SEQ file, and set the quest flag that it is started at game boot (which it did, else the subtitles wouldn't have appeared). I have also tried using the source .WAV file instead of the .FUZ, but it didn't fix it. Thanks for any advice! Greetings! Edited July 13, 2021 by Vai1lyn Link to comment Share on other sites More sharing options...
icecreamassassin Posted July 13, 2021 Share Posted July 13, 2021 Did you make sure that the audio file is 16bit 44.1k hertz mono? If it's anything but 16bit, it won't play. Link to comment Share on other sites More sharing options...
Vai1lyn Posted July 13, 2021 Author Share Posted July 13, 2021 Yes, the audio format is correct. MaleSlyCynical/BOReactionBosmer1_BOReactionDialogueBosmer1_000008BC_1.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, mono 44100 Hz Link to comment Share on other sites More sharing options...
Vai1lyn Posted July 13, 2021 Author Share Posted July 13, 2021 Is it because the mod is flagged as ESL? Link to comment Share on other sites More sharing options...
Vai1lyn Posted July 14, 2021 Author Share Posted July 14, 2021 I have found the issue, and fixed it! The creation kit docs say that the voice filename is generated as follows: <QuestID>_<TopicID>_<LineFormID>_<LineNumber> However, this is not the entire truth! If you have long Editor IDs for quest and topic, the creation kit will split the IDs. For the quest ID, only the first 10 characters appear in the name, and for the topic ID, only the 15 first characters. So, in my above case, it would be: BOReaction_BOReactionDialo_000008BE_1.fuzBOReaction_BOReactionDialo_000008BC_1.fuz Hopefully, a fellow SSEEdit user with the exact same problem will find this thread somewhere in the future :D Link to comment Share on other sites More sharing options...
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