Jump to content

Quest hello question


taryl80

Recommended Posts

Hey guys

 

I working currently on a large mod and I thought it would be funny to give some npcs, a few random lines if the player moves toward, or clicks on them.

 

So I tried to make that happen and made a new quest, but it doesn't work at all and I don't get why.

 

-----------------------------------------------------------------------------------------------

 

What I have done is:

 

Tab Quest Data

-Given an ID of course

-Priority: 98

-Type: Miscellaneous

-Object Window Filter: Dialogue\

-Quest Dialogue Conditions: GetInFaction - the npc faction of the npc - == 1.00 AND

 

Tab Misc

-made an hello and put 4 random lines in it.

 

-The 4 random lines have been checkmarked with "has lip file", "random" and "can move while greeting".

 

-Randomlines conditions: GetIsID - Actor: the npc - == 1.00 AND

 

Said NPC is not voiced atm but I have give him the "male nord voice".

 

-----------------------------------------------------------------------------------------------

 

Does someone know what I make wrong? I feel like, I miss something very tiny and can't find the reason what I have forget to do, or made wrong.

 

Any help would be much appreciated,

 

Taryl

Edited by taryl80
Link to comment
Share on other sites

I think that the NPC(s) in question also need to have an AI package that has the "Hellos to Player" flag selected. You can probably create an alias on your aforementioned dialog quest, assign the NPC to it and add either an existing package that fits your needs or add a new one tailored to your needs.

Link to comment
Share on other sites

It hasen't work yet but maybe I have make something wrong. I will check it tomorrow again since atm I am really, really tired. Thank you anyways for your posting. Hopefully I get it then tomorrow running.

Link to comment
Share on other sites

No, I did not Hannaisse but I am also not sure if that is necessary for a simple "hello quest". Is it? I mean, "hello quests" are one of the most simple quests, one can do. You don't need even aliases (at least in the Fallout 4 creation kit, do you need it for the Skyrim ck? - haven't see it in the Skyrim generic dialogue quests). Atm I am maximum frustrated and think on releasing the mod without such questlines.

 

If I do that, the mod would be less funny I guess, but it is anyways less a fun mod and more a exploration mod like as example "seaworld", or the neon city mod almost everyone has once used to make there screenshots from his characters (which name I have forgotten).

 

*sighs* Modding can be sometimes frustrating^^.

 

Edit: Thanks for the help anyways, on both of you. It is just... I don't know what is running wrong :|.

Edited by taryl80
Link to comment
Share on other sites

Assuming your diallogue conditions are done properly and owning quest is getting started.

 

You need to actually generate SOME sound file, even if it is just a period of silence during which player can read the subtitle of the dialog.

 

You want: https://www.nexusmods.com/skyrimspecialedition/mods/20061

Be sure to get both CK64 Fixes (dlls go into your SSE directory) and FaceFXWrapper, which goes into your SSE/Tools/Audio.

You will also need: https://www.nexusmods.com/skyrimspecialedition/mods/40971

 

Before trying the below for first time, be sure to save your progress. If you install something wrong, it has high chance of crashing CK.

AFTER you have assigned a specific actor to a dialogue line, double-clicking again on the 'response text' line should bring up the 'Edit Response' window again with just a single voice type listed.

Be sure the text is the way you want it, at the bottom click 'Record'. If you fancy yourself a voice actor and got a mic, you can actually speak the text. Or, keep silent for the amount of time needed to read the subtitle text.

After clicking 'Done', you can listen to what you recorded using 'Preview', and if you like it, click 'save'. In the CK log output window, yuor should see something like:

 

DIALOGUE: Moving temporary LIP file to 'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\Temp.lip' (Succeeded)
Then, in your SSE folder, if you go Data\Sound\Voice\{your plugin name}.esp\, you should see a .wav file and a .lip file with same name as ''Voice Filename' field in the 'Edit Response' window.
Once you are done creating your voice (or silence) files, you need this tool: https://www.nexusmods.com/skyrim/mods/19242
You open it, point it to the folder where your .wav and .lip files were generated, check 'process .lip files' and click 'Refuz' This will pack .wav and .lip file pairs into .fuz files.
That same tool can be used to extract .wav files from game's .fuz files - but first, you would need to extract those from Skyrim - Voices.bsa
Link to comment
Share on other sites

I was able to make it work! After putting a .seq file in, everything worked. *sighs* That was a tricky one for me^^.

 

Thanks you 3 for helping me. I guess I would have never found this error by myself.

Edited by taryl80
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...