Lollia Posted June 5 Share Posted June 5 I was just wondering if there is something special about how feral ghouls operate as a creature type. Feeling rather inspired the other day, I decided to create a custom voice type strictly for Glowing Ones to use, but it's more advanced than the vanilla feral ghoul voice type, which only features Attack lines from the Combat dialogue tab. This new voice type includes reactions for various lines in the Detection tab, but so far none of them have played. I can hear the responses to the new Hit lines, so they are at least responding to pain properly, but none of their other reactions have played, and it's making me a bit worried. Maybe there's a reason the default feral ghoul voice type only has Attack lines? Or maybe they are just too peppy (or perceptive in this case) to stay in a detection mode long enough to search for--or be alert to--the player? Then again, my test character's Sneak skill is 90 so perhaps that's part of the problem. Thoughts and speculations are welcome. Although I intend to test this with a less skilled character when I get the chance of it, I'm really hoping this is just bad luck and not some hard-coded limitation for feral ghouls and glowing ones. Edit: Solved it. If curious, see the explanation in the post below. Link to comment Share on other sites More sharing options...
Lollia Posted June 6 Author Share Posted June 6 This thread can be closed if the moderators would like it to be. Pretty sure I found the problem: I was adding the dialogue on a borrowed laptop, and part of the trouble is that there is something about that particular laptop that disagrees with the GECK's dialogue tools. Basically, trying to add dialogue responses causes the GECK to crash instantly. There's been reports about this issue over the years, and it may be related to Windows 10 and beyond, or possibly the sound card installed. Whatever the cause may be, it forced me to open the mod in xEdit to find the dialogue line IDs through its interface instead of copying from the GECK directly. What I didn't realize (and only found out after being reunited with my beloved Windows 7) was that the dialogue lines have a prefix of whatever responses they happen to be related to, so naming them strictly by the number in their IDs displayed in xEdit was not enough. That audio I thought I was hearing correctly? It was the subtitles I seeing, which just happened to overlay while the Glowing One I was testing was moving around and using its radiation healing ability. I'm guessing some of the feral audio lines are baked into their animations, because the erratic breathing sounds they make are still present even when assigned to the new voice type. However, on the whole, the new voice type blends pretty well with the sounds, so I don't foresee an issue there at least. Link to comment Share on other sites More sharing options...
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