yojeff Posted July 31, 2021 Share Posted July 31, 2021 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! Link to comment Share on other sites More sharing options...
showler Posted July 31, 2021 Share Posted July 31, 2021 I believe you have to extract them from the BSA in order to point to them in the GECK, but you don't need to include the extracted files with the mod because the game will find them in the BSA. Link to comment Share on other sites More sharing options...
Dorksis Posted July 31, 2021 Share Posted July 31, 2021 Hm Link to comment Share on other sites More sharing options...
madmongo Posted July 31, 2021 Share Posted July 31, 2021 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. Link to comment Share on other sites More sharing options...
yojeff Posted August 1, 2021 Author Share Posted August 1, 2021 Thanks for the comments. I used Lazy Voice Finder to extract the files. It wasn't too complicated. Link to comment Share on other sites More sharing options...
GamerRick Posted August 1, 2021 Share Posted August 1, 2021 (edited) 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 August 1, 2021 by GamerRick Link to comment Share on other sites More sharing options...
Ladez Posted August 1, 2021 Share Posted August 1, 2021 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. Link to comment Share on other sites More sharing options...
yojeff Posted August 2, 2021 Author Share Posted August 2, 2021 That's right, there is no path. Link to comment Share on other sites More sharing options...
GamerRick Posted August 2, 2021 Share Posted August 2, 2021 Yea, I couldn't find a path either in FNVEdit. So that's a no-go. Link to comment Share on other sites More sharing options...
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