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Is there a way to modify the path to the audio file for dialog topics within fnvedit? If so, I can't find it.

In the "Reunited" mod, the topics are copies of regular HH topics but GECK has given the sound path a plugin-specific one. It seems dumb to include a bunch of redundant audio if I don't have to.

Thanks

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Is there a way to modify the path to the audio file for dialog topics within fnvedit? If so, I can't find it.

In the "Reunited" mod, the topics are copies of regular HH topics but GECK has given the sound path a plugin-specific one. It seems dumb to include a bunch of redundant audio if I don't have to.

Thanks

There's no paths for dialog audio files in the plugin. It's all hardwired in the exe to the plugin file name and voicetype.

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...

 

So is there a way to match up the dialog with the sound that doesn't make me want to murder?

Seems to me you have to:

a)look in geck to see the original sound file

b)use fomm to extract it

c)move it to your voice/plugin/.../ directory

d)rename it to match what geck says it is

e) repeat for each topic

 

Is that how you people do it?

 

Oh... AND geck says it should be mp3, but the originals are .ogg. Do I really have to convert ogg to mp3 for this to work or is there another way?

Edited by Quetzlsacatanango
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...

 

So is there a way to match up the dialog with the sound that doesn't make me want to murder?

Seems to me you have to:

a)look in geck to see the original sound file

b)use fomm to extract it

c)move it to your voice/plugin/.../ directory

d)rename it to match what geck says it is

e) repeat for each topic

 

Is that how you people do it?

 

Oh... AND geck says it should be mp3, but the originals are .ogg. Do I really have to convert ogg to mp3 for this to work or is there another way?

That's exactly how i am doing it. Leave them as ogg files. When you have the info open you can drag your mouse over the file name and ctrl-c to copy it, then rename-> paste to the destination file.

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Lol, if FalloutNV is like FO3 and Oblivion; you're stuck with whatever you named your plugin too. Cause if you change the plugin name gotta rename alllll that dialogue.

 

Actually, if you simply rename the plugin, you just need to rename the directory under sound to match your new plugin name.

 

If the FormID changes, then you will need to rename the voice files. I learned this the hard way. Say if you are working on a esm/esp pair and periodically merge the esp up into the esm, the formIDs will usually change. So in a case like this, do the actual voice files after the dialog has been merged into your esm project.

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I just remember on one of my companions having to redo a lot of naming , because renaming the XXX.esp folder didn't work for some reason after I changed the .esp name.

 

Edit: Knowing me I probably had a space somewhere or something and did it all for nothing.

 

Also, I might have changed the questname of where I had the dialogue and just have forgotten about it or something.

Edited by mojodajojo
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Yeah, parts of the quest name, topic name, then the formID, then a line number all seem to be part of a voice file name that allows the engine to build a path to it when the game is running.
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