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Tutorial: Spoken Dialog Workaround


Crowbennett08

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  • 4 weeks later...

This certainly helps. Thanks. Unfortunately, it doesn't fix my problem.

 

For one thing, I find that it doesn't create a folder named after my .esp file when I save in the Edit Response box. It makes one named \Data\Sound\Voice\Fallout3.esm. For another thing, adapting these steps to an attempt to simply replace the spoken dialog of an NPC doesn't seem to work.

 

I'm not trying to change the way anything functions, I'm just trying to translate an NPC's dialogue into Latin with an accompanying audio replacement. The text changes in the game, but the spoken words do not.

 

Most info I can find on this seems to assume you're building an NPC from scratch. I just want to be able to alter the dialogue for built-in NPCs.

 

Thanks.

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I saved it alright. And set it as the active file. The game lets me select it, and when selected the modifications to the text are applied as expected. But even if I create a directory named after my mod and copy the content to it that ended up on the main file, the content in it doesn't replace the voice used in the game.
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I saved it alright. And set it as the active file. The game lets me select it, and when selected the modifications to the text are applied as expected. But even if I create a directory named after my mod and copy the content to it that ended up on the main file, the content in it doesn't replace the voice used in the game.

 

 

idk man, send you file to me with your .wav's and i'll have a look.

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