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How to make the camera focus on the players character and say their line during a conversation?


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Hello, I've been watching tutorials on how to create dialogue or quests but they don't go over how to make the camera focus on the players character and say their line in responding to an NPC during a conversation.

I've generated fuz/wav files for the players character lines and assigned them to the esp. Also I enable player dialogue camera in the creation kit. Is there something in the scenes section I'm supposed to click on or some other step I'm missing?

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4 hours ago, DieFeM said:

By default the camera does that, but I've noticed that you need to generate wav and lip files in order to show the proper camera angles.

But there's a mod to trick the game, that let you skip dialogue and test cameras without generating wav or lip files: F4z Ro D-oh - Silent Voice

Thank you for replying but I knew I should mention the following scenario: Let's say I made the quest mod silent protagonist based without the camera spinning back to Nate/Nora saying their line in responding to an NPC.

How does one undo that to revert back to the camera spinning back to Nate/Nora saying their line? Generating wav and lip files aren't a issue with me with programs/plug-ins like Archive 2, lazy voice finder and the creation kit itself along with other stuff.

Aware of F4z Ro D-oh - Silent Voice to skip unvoiced dialogue in quest mods but I'll keep in mind to use it to test cameras.

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Well... I guess it depends on how you made it silent, for example there's XDI (extended dialogue interface) which can make the player silent by adding a keyword to the dialogue, just remove it, if that's the case.

R4UDK2P.png

 

If that doesn't help, the only thing I can tell you is to check the camera settings on each dialogue phase, you can see the available camera settings by double clicking on the title of the action, where it says Action # (# meaning whatever number for such action).

 

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 So what do I have to do to alter the camera settings on each dialogue phase to make the camera face the character and say their line with the XDI keyword on. Just to note, I forget or don't know what the # next to action mean.

Removing the XDI keyword, makes made the players character say the dialogue line but without the lip syncing regardless of the Fuz/Wav being in insert_mod_name_here.esp folder

Along with sometimes the camera not panning to the players character. Removing XDI keyword also remove the additional dialogue choices that supposed to pop up.

Edited by BossOnParade
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There's another XDI keyword that allows the player talking, XDI_AllowPlayerVoice, just replace it.

With this keyword you should get all XDI choices but allow player voice and camera.

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2 hours ago, BossOnParade said:

Removing the XDI keyword, makes made the players character say the dialogue line but without the lip syncing regardless of the Fuz/Wav being in insert_mod_name_here.esp folder

Did you generated lip before creating a fuz from the wav file?

In case you don't have it, there you have a nice software to convert between formats: https://www.nexusmods.com/fallout4/mods/9322/

Generating lip files can only be done from the 32 bit version of the Creation Kit, which can not load the current version of the ESMs, unless it is patched:

https://www.nexusmods.com/fallout4/mods/42397/

You can generate lip files line by line using the 32bit CK, but is faster if you create them by launching the 32bit CK with parameters to generate lip files.

The command to generate lip files looks like this:

CreationKit32.exe -GenerateLIPS:YourMod.esp

Obviously replacing YourMod.esp.

 

 

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I deleted XDI key word and just added XDI_AllowPlayerVoice but that still remove the additional options along with my character speaking without opening their mouth. Not sure if I'm doing something wrong. Also I'm generating .lip and .fuz files with .lip and .fuz:  plugin for xVASynth : https://www.nexusmods.com/skyrimspecialedition/mods/55605

 

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That's odd...

The only thing I can think of is that xdi keywords are merged in to the mod that you're editing, and it makes use of a ini file in which only XDI keyword is configured.

That'd be a very specific problem, but it could be the case.

So, to find out, the XDI keywords that you are using in the dialogue, their form ids belong to xdi.esm or to the mod from which you are editing the dialogue?

Because the later option uses a text file to let Extended dialogue interface know what form id is used for XDI keyword in the mod, and the form id for XDI_AllowPlayerVoice might be missing from this file.

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