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Reusing audio from base game without extracting from BSA.


yojeff

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I want to reuse Greetings lines from the base game. I created a new quest, copied and move the lines I want to the new quest. When I go in the game, the NPCs say the line (I see the subtitles), but there is no audio. In the GECK, I see in the Edit Response Dialog that there are filenames in Data/Sound/Voice/NameoftheMod, but I don't see if and how I can point back to the BSA file.

 

Is it possible to do what I want to do?

 

Thanks!

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I don't think it's possible to do what you want. When you create a new dialog entry the GECK automatically creates the path and file name where it expects to find the audio, which is based on the name of the mod, the name of the dialog quest, and the offset into your mod file. You can't change it to point to another voice entry.

 

If you want NPCs to use standard greetings that are in the GECK, you can give them a voice type, faction, and whatever else is necessary to trigger that dialog, but if you are creating a new dialog entry then you need new voice files to go with it.

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If you extract the OGG and LP files you want to use and rename it and place it to match what the GECK auto-generated for your new voice asset, wouldn't that work?

 

EDIT: Or what would happen if you used FNVEdit to manually change the filename/path to the same one the vanilla dialog uses?

Edited by GamerRick
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If you extract the OGG and LP files you want to use and rename it and place it to match what the GECK auto-generated for your new voice asset, wouldn't that work?

That would work.

 

EDIT: Or what would happen if you used FNVEdit to manually change the filename/path to the same one the vanilla dialog uses?

I don't think there even is a path that you can change. The game will automatically look up the file from the form ID.

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