devinpatterson Posted July 13, 2013 Share Posted July 13, 2013 Ok, step by step: what I want is the ability to assign my own audiofiles to custom made NPCs and creatures.....to have them say new things during combat situations, when they get hit or when they die or whatever.....but they have plenty of "barks", and it's the barking aspect that I'm interested in focusing on: OK, I think I'm getting a clearer idea what your shooting for. If an actor has a voice type, most of them have a quest dialog. Even feral ghouls actually have a dialog quest, but it's only a few words (like "kill". DoNotRecordF which the molerat has and many other creatures) and M, don't (I believe). All of their audio is simply done through the sounds tab on their template. Some you wouldn't want to change (like right foot for instance), but there are some that would be the equivalent of barks, like; hit, idle, death, aware and auxiliary 1 through 8. You want me to create a AudioTemplate that a potential modder could drop his/her custom wavs into and then be able to select that audio temple in the new critters sound template. That way for any creature you would just select one of the doNotRecord voicetypes and that audio template. ****I should mention though that while that may work for creatures it won't work for NPC's, are you OK with that?**** NPCs don't get their own sound tab, they just have armor or clothes's audio template. The audio templates look just like critter templates (and a lot of their tabs are populated) and are stored in the same place. The difference is that when you come to the sounds tab you can choose what sound form (in wav format, don't know if other audio types will work) adn teh percentage of it happening. The geck doesn't have a problem with you using any other creature audio template with any critters template. With those 8 auxiliary & some loops (random loop, movement loop, conscious loop) you should have a bit of variety. You can vary the percentage to make common and uncommon sounds as well. The sounds are in audio->sound in the geck, and are under fx\npc\creatureX in the sounds BSA. So it shouldn't be a problem to make some new directories to drop your custom wavs into, but you'd have to rename them to fit teh sound form. Like I could set up a fx\npc\genericCompanion1 directory and have all the dummy files (split second of silence) in it. I'd setup genericCompanion1Attk, aware etc and tie them to their respective wav files (for example genericCompanion1Attack.wav). Then the modder would rename his/her custom wave, overwrite that file with his/her custom wav, then he/she would select that genericCompanion1 audio template in the critters sound tab. But once again only for creatures not NPC's :( Link to comment Share on other sites More sharing options...
LuciaofArroyo Posted July 13, 2013 Author Share Posted July 13, 2013 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. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 13, 2013 Share Posted July 13, 2013 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. Yeah, it's a bummer. I guess they just figured NPC's would never need it since their sounds depend on clothes, but that means they'r missing out on a lot of options (like auxiliary 1- :cool: that could have been done just through a audio template. Would have been nice if they kept the option and just allowed armor/clothes to overwrite some of them (like right foot, etc). What are your thoughts on what I was saying about giving a feral ghoul Big Sals voice? Well it works because as soon as you change a voice type that dialog script that uses it as an identifier kicks in. So you'v probably seen some conditions on a dialog quest or other quest where voice type is used in operations. ie == or != to see if that block of a result script (or any script) fires off depending on the speaker? Well same thing, as soon as you change that voice type one (well actually several) of those generic dialog quests says to itself hey, this is a voice type I handle, I better check and see what the result of this operation is (whether it's the "generic" quest that handles "death", "hit", "alert" dialog etc for humans, or "GenericFeralGhoul", "GenericSupermutant" (well supermutant may be a bad example, it appears to be empty) etc. Basically voice type is saying "over here, run your quest on me". Now that doesn't preclude the sound template of a creature firing off as well, so I suspect you can give snuffles a human voice by changing his voice type, but he'll still make his (her?) adorable mole rat sounds as well. 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? The dialog quests do have a lot of the same conditions (what your thinking of as triggers). For instance the "generic" quest uses voice type as a condition for a standard "Hello" conversation. But it also has a combat tab where "death" is listed and it uses the same condition (several different voice types). So the upshot, is it's the exact same thing as making a dialog quest for a new companion (or latching on the the standard companions dialog quest) . Making a new voice type won't do anything unless it's linked to a existing dialog quest (via the condition "Voice type: NPC_myMod") or a new dialog quest. Sorry :( But I can make a pack that would have a voice type, dialog quest and dummy audio files for modders to either fill in or alter (as described in post 3). It should at least save time. Merging and renaming will depend on if the geck freaks out if hte name of the mod becomes different from the path (geck points to a directory named after the esp for all your audio files). I'll check right now. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 13, 2013 Share Posted July 13, 2013 Unfortunately if you rename the mod, as soon as you load it up, the geck changes all the dialog paths to the new name (path) :( That makes it unfeasible to rename or merge the mod Link to comment Share on other sites More sharing options...
LuciaofArroyo Posted July 14, 2013 Author Share Posted July 14, 2013 Ah hell. I guess it really is impossible then. Thanks for trying that out for me anyway. I really thought this method would have worked but... I can't believe the process the makers went through to add voices was done like this... I get how useful it would be to tie the impact sounds to the clothing and armor- but then they take away the power armor footstep sounds at the same time? I don't think they knew what they were doing. All I know is that I used to mod NWN on Bioware, and what we've been talking about here could've been accomplished in an instant on that. Thanks again though :) Link to comment Share on other sites More sharing options...
dangman4ever Posted July 14, 2013 Share Posted July 14, 2013 (edited) Unfortunately if you rename the mod, as soon as you load it up, the geck changes all the dialog paths to the new name (path) :( That makes it unfeasible to rename or merge the modNot necessarily: If you can go to Sound => Voice => and find the folder with the voices, you can rename that folder to match the name of the renamed ESP. For example, I renamed the SunnyCompanion.esp to Companion - SunnyCompanion.esp (I was categorizing all of my mods). Of course that broke the audio. Then I went to Sound => Voice=> and found the SunnyCompanion.esp folder there and renamed that folder to Companion - SunnyCompanion.esp. Audio worked fine after that. Though mergining might be a different story. Though I would guess it would be a case of just moving the audio files from multiple mods into a new folder with the name of the merged mod. Edited July 14, 2013 by dangman4ever Link to comment Share on other sites More sharing options...
devinpatterson Posted July 15, 2013 Share Posted July 15, 2013 Ah hell. I guess it really is impossible then. Thanks for trying that out for me anyway. I really thought this method would have worked but...Yeah, sucks :( but I can put together a template. In fact I probably will if nothting else just for myself....to jumpstart companion projects. And as Dangman4ever points out below, it can at least be renamed, which leads me to believe it can merged as well. Not necessarily: If you can go to Sound => Voice => and find the folder with the voices, you can rename that folder to match the name of the renamed ESP. For example, I renamed the SunnyCompanion.esp to Companion - SunnyCompanion.esp (I was categorizing all of my mods). Of course that broke the audio. Then I went to Sound => Voice=> and found the SunnyCompanion.esp folder there and renamed that folder to Companion - SunnyCompanion.esp. Audio worked fine after that. Though mergining might be a different story. Though I would guess it would be a case of just moving the audio files from multiple mods into a new folder with the name of the merged mod.Good to know, brother. I gave up way to easy, thanks :thumbsup: Link to comment Share on other sites More sharing options...
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