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Basic Dialogue Help


ButchTheTunnelSnake

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Hello, I am currently developing a rather basic companion mod, he has voice acting, and I already have the voice acting files. Now I made a folder for the voice acting files in New Vegas>Data>Sound>Voice>Henry Kauffman, (name of companion).

 

And I think this is where I am going wrong. His NPC ID is 0HenryKauffman. So I called the folder "0HenryKauffmanVoiceType" which did not work.

 

Then of course I copied the greeting Voice Filename (HenryKauff_GREETING_000010A9_1) posted the voice file, and renamed it to that. However, no voice plays when he says the greeting!

 

I assume the folder name is incorrect. It says under "voice type" on the audio section, for some reason, "HenryKaufman" with one f.

 

So I named the folder "HenryKaufmanVoiceType" and it still did not work!

 

I have no idea what I am doing wrong, but if anyone could help that would be highly appreciated! thanks!

 

I have attached a picture if that helps, if you want to me to upload pictures of like anything else I will, thanks.

Edited by ButchTheTunnelSnake
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EDIT: Did you create a voice type in the GECK, under the actor data section? This is required to use audio files, and makes the ID for step 2. If it is "HenryKaufman" just use that for the ID / folder name in step 2.

 

1. Make sure your npc/companion (Henry Kauffman) has the voice applied to his character in the 'traits' tab in character creation, on the dropdown menu for 'voice type'. If you fail to do this the npc will not know to use this voice and read from it's associated folders.

 

2. Use the ID of the voice type that you assigned him, so create a folder called "HenryKaufman", This will contain his voice files to use.

 

3. Now in the sound>voice folder, create a new folder and name it identical to your mod, i.e. "YourModName.esp". Place the "HenryKaufman" folder within that one, so it reads similar to: sound>voice>yourmodname.esp>HenryKaufman ..... this is how the game will know to read the files from the directory properly.

 

NewVegas>data>sound>voice>YourModName.esp>HenryKaufman>(ALL VOICE FILES MUST BE HERE TO WORK, as well as .lip files if you make them) a file structure similar to this, with the proper names of your files / IDs should be all you need, since you have everything else already.

 

Let me know if that helps at all, I've had to do the voice work in Geck for 13 npc's today, so it should work out just fine.

Edited by SKYZOO
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Okay, I tried all of that, yet it still does not work. I do have a voice type created, and he is linked to it.

 

His voice folder is >Fallout New Vegas>Data>Sound?Voice>Henry Kauffman.esp>0HenryKauffmanVoiceType and in "0HenryKauffmanVoiceType" it contains all the voice files, correctly named to the corresponding voice filename.

 

But the .lip files NEED to be there for the voice files to play when you talk to him?

 

Because it is still not quite working, but I have yet to do the .lip files.

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Is the voice type you created named "0HenryKauffmanVoiceType" or "HenryKaufman" ? You listed that the first was his npc ID, and that the second was his voice type's ID, according to your first post.

 

The Final folder in that path must be named identical to your voice type's ID. If you are sure that it is 100% matching and correct, then I'll try to offer a different method.

 

Also, the .lip files are generated through Geck, and their purpose is to make the lips move. Otherwise, he will just talk out loud without his mouth moving I believe.

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Here is a picture of my geck and my FONV file structure for an example...I haven't linked them into the NPC's Voice Type in Character Traits yet tonight though.http://oi61.tinypic.com/34pibme.jpg

Edited by SKYZOO
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Yay! thank you so much!

 

It is working!!

 

I changed the voice type in actor data to "0HenryKauffmanVoiceType" see I was thinking it did not matter what the voice type was called as long as it was linked to the NPC. So now all I need to do is the .lip files, which I hope is not very difficult.

 

Again, thank you so much, :D

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Happy to help! Sorry for any confusion on the steps. Glad to know you got it working now, I'm looking forward to seeing your companion release in the future. Cheers!:thumbsup:

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