Quetzlsacatanango Posted June 8, 2011 Share Posted June 8, 2011 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 Link to comment Share on other sites More sharing options...
rickerhk Posted June 8, 2011 Share Posted June 8, 2011 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.ThanksThere's no paths for dialog audio files in the plugin. It's all hardwired in the exe to the plugin file name and voicetype. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted June 8, 2011 Author Share Posted June 8, 2011 (edited) ... 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 fileb)use fomm to extract itc)move it to your voice/plugin/.../ directoryd)rename it to match what geck says it ise) 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 June 8, 2011 by Quetzlsacatanango Link to comment Share on other sites More sharing options...
rickerhk Posted June 8, 2011 Share Posted June 8, 2011 ... 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 fileb)use fomm to extract itc)move it to your voice/plugin/.../ directoryd)rename it to match what geck says it ise) 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. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted June 8, 2011 Author Share Posted June 8, 2011 That's what I just did for all of Burned Man's follower dialog. Add it to the long list of things I have done once and will never do again :)Thanks Link to comment Share on other sites More sharing options...
mojodajojo Posted June 13, 2011 Share Posted June 13, 2011 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. Link to comment Share on other sites More sharing options...
rickerhk Posted June 14, 2011 Share Posted June 14, 2011 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. Link to comment Share on other sites More sharing options...
mojodajojo Posted June 14, 2011 Share Posted June 14, 2011 (edited) 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 June 14, 2011 by mojodajojo Link to comment Share on other sites More sharing options...
rickerhk Posted June 14, 2011 Share Posted June 14, 2011 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. Link to comment Share on other sites More sharing options...
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