EleiMiShill Posted July 4, 2009 Author Share Posted July 4, 2009 You could always use Open Mary to make computer generated voices,It would probably sound better then some guy trying to sound like a girl. some of the voices aren't to bad rdamstrom, you see, there're voice actors perfectly capable of dubbing females. You can't really say until you hear. If he thinks he can manage, I'll let him try. BTW, I'm also checking this "Open Mary" you are speaking of. Thankz for the suggestion. Link to comment Share on other sites More sharing options...
Eshenaleros Posted July 4, 2009 Share Posted July 4, 2009 Alright, finally getting back to you, I've enlisted my girlfriend to fill my role as a voice actor. what kind of line do you want? contemptuous, happy, what emotions? what feelings? I can write the dialogue but it won't help if I don't write the mood Link to comment Share on other sites More sharing options...
EleiMiShill Posted July 5, 2009 Author Share Posted July 5, 2009 Alright, finally getting back to you, I've enlisted my girlfriend to fill my role as a voice actor. what kind of line do you want? contemptuous, happy, what emotions? what feelings? I can write the dialogue but it won't help if I don't write the mood Let me see what I can come up with. Princess Lily is a snobbish princess. She will be nicer toward man and quite harsh toward women Valeria, personal guard of the princess is upthigh Yolanda the Weaponsmith (merchant of the castle) is an active sunny girl; and she is nice to everybody Some guards (Eve, Fumiko, Historya, Iria, Valeria) I don't know much about them Ismelda the InnKeeper is the silent type; Sister Yukariko, keeper of the temple of Dibella she is nice and wellcoming, but she has a dark secret (I don't know which yet) Tytania, princess of faeries, she don't like the "big people", but if you gain her trust she is welcoming (but she will keep distances) 2 Faery guards (Lucylla and Prissy) they are really dedicated to the protection of their princess Tytania That's all I can think aboud right now. If you want to make the lines for them feel free to do it. If you don't feel like, I'll send you the lines in a few days. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 5, 2009 Share Posted July 5, 2009 Generally, it's suggested that you have the mod made and working BEFORE trying to figure out characters and dialogues. The main reason being that it's much harder to change something after those lines have already been recorded. But, allowing the voice artist to see the NPC they will be voicing is also important. Second to that, if the rest of the mod doesn't turn out as well as planned, or seems to be too much work for your team, any of those unused lines would likely go to waste. That said, making voiced dialogues on an NPC by NPC basis (or even if using a new race and assigning dialogues that way) is usually a much more difficult endeavor than most think since you end up having to record or supplement all those other generic dialogues with the same voice or else you have things which occasionally sound wrong (beggar syndrome). Not only is it alot of extra recording, it is also alot of changes to existing dialogue topics, which can be a VERY bad idea for any .esm based mod due to certain issues regarding unclean dialogues. Link to comment Share on other sites More sharing options...
rdamstrom Posted July 5, 2009 Share Posted July 5, 2009 EleiMiShill you are right I shouldn't be to quick to judge, just because I can't do it doesn't mean it can't be done. anyway if you google open mary you will find it. Try to get all the voices you can.Some are better then others. Its a good tool to get things going if nothing else. You can always replace it later. Link to comment Share on other sites More sharing options...
EleiMiShill Posted July 5, 2009 Author Share Posted July 5, 2009 Generally, it's suggested that you have the mod made and working BEFORE trying to figure out characters and dialogues. The main reason being that it's much harder to change something after those lines have already been recorded. But, allowing the voice artist to see the NPC they will be voicing is also important. Second to that, if the rest of the mod doesn't turn out as well as planned, or seems to be too much work for your team, any of those unused lines would likely go to waste. That said, making voiced dialogues on an NPC by NPC basis (or even if using a new race and assigning dialogues that way) is usually a much more difficult endeavor than most think since you end up having to record or supplement all those other generic dialogues with the same voice or else you have things which occasionally sound wrong (beggar syndrome). Not only is it alot of extra recording, it is also alot of changes to existing dialogue topics, which can be a VERY bad idea for any .esm based mod due to certain issues regarding unclean dialogues. Well, the MOD itself is pretty much a landscape. There're only a few charactersthat serves to make it playable even if there're no expansions. In fact you should look at this mod as a large canvas where each cloghint artist can paint a setting for his/her clothes. Moreover, he himself told me that he want work on quests, dialogues and voice acting. So I'm giving him the general settings of the character already present in the world. Of coure I'd prefer to work first on the landscaping and the map, and perhpas a beautification of the girls in the world (BTW I'm also planning to add a only male city at the opposite side of the continent just for "par condicio"). But I can't just go bossing around people who offered to collaborate with me. Can I? So I appreciate the suggestions, but just now I'll do the things I can. BTW I'm experimenting with the scripting right now. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 6, 2009 Share Posted July 6, 2009 Yes, understand what your mod is now, but what you don't seem to realize is just how time consuming it is to make a city with a dozen or so interiors, with a couple of NPCs. You also don't seem to understand what I mean by the dialogue issues with it being a .esm. In short, any change to any basegame topic, such as greetings, hello, goodbye, and various combat sounds that is done within a .esm has the potential to create massive conflicts with any other mod which might also use those dialogues. Additionally, since those dialogues are edited within the .esm, any .esp which is made from that .esm will be saved with those dialogue changes as part of the .esp, essentially making it so that every .esp based on that .esm conflicts with eachother, and amplifies the potential for those conflicts to interfere with other mods. In short, what you get from using these topics in a .esm is a whole mess of problems for anyone using that .esm. If you're open to suggestions, I would suggest doing all this questwork in a .esp, and release both the .esm, which contains the base city and all the basic stuff, and the .esp which contains those NPCs and quests that you want to take place in that city. Afterall, those quest elements will likely not be ever used by anyone else, and by having all those elements within a .esp, you reduce the potential for any conflicts. It does however require a fair amount of planning, and to have the city done before any real quest work can begin. Link to comment Share on other sites More sharing options...
EleiMiShill Posted July 6, 2009 Author Share Posted July 6, 2009 Yes, understand what your mod is now, but what you don't seem to realize is just how time consuming it is to make a city with a dozen or so interiors, with a couple of NPCs. I don't plan building all them at once. I'm waiting for the various clothing modders to ask me specific interiors. I'm only building the ones I need for the general part of the mod. You also don't seem to understand what I mean by the dialogue issues with it being a .esm. In short, any change to any basegame topic, such as greetings, hello, goodbye, and various combat sounds that is done within a .esm has the potential to create massive conflicts with any other mod which might also use those dialogues. Additionally, since those dialogues are edited within the .esm, any .esp which is made from that .esm will be saved with those dialogue changes as part of the .esp, essentially making it so that every .esp based on that .esm conflicts with eachother, and amplifies the potential for those conflicts to interfere with other mods. In short, what you get from using these topics in a .esm is a whole mess of problems for anyone using that .esm. If you're open to suggestions, I would suggest doing all this questwork in a .esp, and release both the .esm, which contains the base city and all the basic stuff, and the .esp which contains those NPCs and quests that you want to take place in that city. Afterall, those quest elements will likely not be ever used by anyone else, and by having all those elements within a .esp, you reduce the potential for any conflicts. It does however require a fair amount of planning, and to have the city done before any real quest work can begin. In fact I didn't know there was such an issue. I knew the one with world space, but not this one. Well, if there'll be a real problem, I'll move them (in fact there're are only a few of them) Link to comment Share on other sites More sharing options...
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