NickyTwoTags Posted June 23 Share Posted June 23 Right now, I am making a new trait that allows the player new dialogue options in conversations. Instead of editing the vanilla player lines, I would like to give the player new options from a selectable trait. In doing this, I am retaining the vanilla dialogue, but I've been running into difficulty in getting the npcs to use their voices when responding. the gist: is there a way to have a trait use vanilla npc dialogue and voice acting? I can get the text to work, but not the voices. Is there a Form ID that I need to have my dialogue choice reference for a response? If so, how do I do that? Thank you! 1 Link to comment Share on other sites More sharing options...
NickyTwoTags Posted June 24 Author Share Posted June 24 I think I'm getting a little closer. Not sure if it will end up copying and creating all new entities and bloating the file size, or if it acts as a map to the voice lines. Regardless, this is what I've done: 1) Create new dialogue options with trait requirements. 1a) This is done by creating a new topic after double-clicking on the orange action box. 1b) Create the new player dialogue that you want along with the trait to enable it. I think the skill section adds a flag to the in game response. Showing what skill is needed to use it... not 100% certain on this though. 2a) Now select the vanilla dialogue you want to copy. Complete that, then move the dialogue to the new player entry. 3a) As a point of reference, this is what the response should NOT look like. There should be a length to the audio track and the emotion not set to -1.00. 3b) Select the new player comment to move the file to. 1 Link to comment Share on other sites More sharing options...
NickyTwoTags Posted June 26 Author Share Posted June 26 Still no luck with getting the audio to play. I've tried to now copy the entire choice tree and lock it to a certain trait, but the NPC audio is still not being picked-up. It is also spitting these errors out as well: AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 AUDIO: LocalErrorCallback: Cannot open file: Sound\Voice\Dialogue Improvements and Crass Choices - Trait Version.esp\NPCMBarrett\001AD7EA.wem AUDIO: LocalErrorCallback: Failed creating source: 618371124 FORMS: Form 0x010009F5 of type Scene is destructing with globally accessible counts. This form is being manually deleted, which is unsafe. It is also saying the form is for a Star_Pipe_Corner_A_01 for the audio? I have no idea why. Please, anyone with more knowledge can you help? I feel like I am going in circles with this. I truly do not understand how the audio files are being accessed with the CK. It would make sense if they were treated like an address, and the quest needing them is given the address to link. But with how things are going currently, is seems like the audio is hard-baked into each response, and new audio is needed for each choice. 1 Link to comment Share on other sites More sharing options...
SystemIOIOException Posted November 2 Share Posted November 2 I might be late to the party here. The error messages look like the issue is which CK creating the .wem files. 1. Did you set up wwise in the ck project (need stonbe done outside of ck separately) otherwise it won’t work. there is a great tutorial for this, if yo didn’t do it yet I’ll go and find it again (buried in a pile here somewhere). also you will need separate audio files for pc and Xbox as the encoding requires different settings. 2. Please try using some other .wem random file (if u don’t have any I’ll supply you with some, I use me saying numbers) to check if it’s the .wem that’s the issue or some other hiccup. I whish you luck, if all fails pm me Link to comment Share on other sites More sharing options...
Recommended Posts