Graywolf212 Posted March 28, 2016 Share Posted March 28, 2016 Basically, I want to make Cait and Piper (or any companion) not have any dialogue, I want to still be able to command them just don't want them to say anything (since they say story related stuff that ruins immersion sometimes). I don't want any "can you do an interview"s or "watch out!"s, I want them to act as if they are mute, no lips moving either. I cannot find a mod like this, but if you know of one that would be awesome. If you don't think one exists, I'd settle for tips one how to remove dialogue (sound and animations) in FO4Edit. Thanks for any help you can give! Link to comment Share on other sites More sharing options...
DwellerBenthos Posted March 28, 2016 Share Posted March 28, 2016 There is a mod that reduces the distance that a conversation will trigger, but I'm not sure it applies to companions, might only be settlers. If the distance were reduced to zero, then I would think the conversation would never occur? It also might not apply to other things companions say at random either. I don't recall the name of the mod, unfortunately. Link to comment Share on other sites More sharing options...
MasterMagnus Posted March 28, 2016 Share Posted March 28, 2016 Haven't tested it, but you can change the voice used in FO4edit.Change this value in the Piper Record (00002F1E CompanionPiper)VTCK - Voice: NPCFPiper [VTYP:0001928A] Change to something like a settler voice that doesn't have files for the Piper specific dialogues.FemaleRough [VTYP:0000002E]FemaleEvenToned [VTYP:00013ADD] Just two examples from the Voice Type section. Link to comment Share on other sites More sharing options...
Graywolf212 Posted March 28, 2016 Author Share Posted March 28, 2016 (edited) @MasterMagnus so this line is where you select the voice audio or the actual voice + animations + code that dictates when it is said? And wouldn't setting it to null be better, or would that cause glitches? Thanks Edited March 28, 2016 by Graywolf212 Link to comment Share on other sites More sharing options...
MasterMagnus Posted March 28, 2016 Share Posted March 28, 2016 @MasterMagnus so this line is where you select the voice audio or the actual voice + animations + code that dictates when it is said? And wouldn't setting it to null be better, or would that cause glitches? ThanksI haven't tested overriding Piper's audio in this way specifically. I'm working on a companion mod. I have created a copy of a companion record (Strong) changed the race, various other attributes, and replaced the voice with a settler voice type. I've had no problems when things trigger the companion to speak but there is no file for that dialogue. They also speak at appropriate times with lines they do have, like "Look at all the blood!" "I think I'm gonna be sick!" etc. But in general it makes for a much less talkative companion. This seems to work well, but as I said, I have not tested this on overriding a default companion's voice. Link to comment Share on other sites More sharing options...
MasterMagnus Posted March 28, 2016 Share Posted March 28, 2016 I did just try setting in the console with an ongoing save game. It seemed to work but I haven't tested it for more than 2 minutes so beware. ~ Open ConsoleClick on Companion (Should show [xxxxxxxx] EP) in the console.SetVoiceType 2eClose Console Not sure yet if it is saved across sessions. Try it out. Link to comment Share on other sites More sharing options...
Graywolf212 Posted March 28, 2016 Author Share Posted March 28, 2016 I will, thanks so much! I assume the command will trigger the same response as if it was modded, right? Very handy for in game testing Link to comment Share on other sites More sharing options...
MasterMagnus Posted March 28, 2016 Share Posted March 28, 2016 I will, thanks so much! I assume the command will trigger the same response as if it was modded, right? Very handy for in game testingI'm not 100% certain it is the same as modding the .esm or creating an override .esp. I'm pretty new around here, and to modding Bethesda games. A little more experimentation changing voice on Codsworth and Piper. Using SetVoiceType 2e, caused both of those default companions to become completely silent. There are still pauses when they would be speaking, but no sound. This did seem to be saved across sessions. If all you want to do is mute them but have them continue to work properly this may be a simple solution for you (just the console command). And I assume it is reversible by resetting to their standard voice. Link to comment Share on other sites More sharing options...
Graywolf212 Posted March 28, 2016 Author Share Posted March 28, 2016 Great, I can put up with pauses as long as they aren't mouthing the responses. My plan is to make them silent, customize their face, and change their name for my rp idea, I was gonna make whole new companions but in the end it seemed much easier to do it this way, since the vanilla companions are pretty much bug free (don't attack you randomly, can exit power armor, etc). Hope your mod goes well. By the way, I'm also kinda new to modding Bethesda games but console and mod with voice type should be the same, just use 0000002e in the mod and I believe it will work, I don't think you can leave out the 0's in FO4edit. Link to comment Share on other sites More sharing options...
MasterMagnus Posted March 28, 2016 Share Posted March 28, 2016 The ref ID's are just a number, so yes, 2e is the same as 0000002e. You can drop leading zeros. I've also looked into renaming things. From my experiments you can only rename things using built in MESG strings or create a new .esp file mod for your string table. The engine wants to have a constant string stored somewhere it can look up. It doesn't want to store your custom string just typed in from the console. You can experiment with this function: SetActorFullName refID The refID must point to a string stored in the vanilla files or in a custom .esp you create. I'm planning on starting a thread about the mod I'm working on soon. Keep an eye out for my companion experiments so far. And more power to ya! Link to comment Share on other sites More sharing options...
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