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Dialogues - something puzzling


dannyjackson

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Interesting. Do you think it will work if I record a blank audio clip, the length of which determines the duration of the line?

 

Why go to such lengths to get an empty line? Might as well add voice.

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Interesting. Do you think it will work if I record a blank audio clip, the length of which determines the duration of the line?

 

That was the solution for Oblivion when no audio was available, and to keep lines long enough to be read before removed.

 

40SilentMp3s

 

Creating similar files for FO:NV should do the trick also.

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Cool thanks man.

 

-edit- Got into a bit of trouble. I must have accidentally recorded and saved a new voice file by accident while trying to edit one of Private Kyle Edwards's lines, so when he "talks", his pre-recorded voice does not turn up at all because it was a blank record. Is there any way to revert this without needing to load FalloutNV.esm and copying the Topic over (if that's even possible)? I have no intention at all to change his voice file.

Edited by dannyjackson
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There are two possibilities of what may have gone wrong. Did you actually edit or remove one of the sound files? Then you will have to retrieve the sound file from your installation disk or by re-verifying the game files through steam. If the accidental change is in your mod file, then you can use fnvedit to revert any change. Find the record in fnvedit which you accidentally changed, and remove it. You can tell which one is the problem by deactivating your mod, loading an old save game from before the mod, and talking with him. If he is silent with your mod inactive, you have to retrieve the sound file.
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The voice over file's definitely still in there. It is referenced to in another NPC response.

 

This seems like a huge workaround just to re-insert a stock voice file back into the NPC response. Doesn't GECK allow a way to let users select what voice over file they want to pair up with the response?

 

(but your idea worked. Thanks a lot David :D)

Edited by dannyjackson
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The sound file's definitely still in there. It is referenced to in another NPC response.

 

This seems like a huge workaround just to re-insert a stock voice file back into the NPC response. Doesn't GECK allow a way to let users select what voice over file they want to pair up with the response?

 

Do you know which ones exactly is currently "blank"? If you do, load up your mod in GECK and simply delete those responses (make sure it has an asterisk at the beginning. That indicates it has been modified in the currently active mod, which is yours). Save. Vanilla dialogue should be restored.

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This seems like a huge workaround just to re-insert a stock voice file back into the NPC response.

 

Um, that is one way to look at it. Another way is, here is a tool which helps you repair your mistake. Glad it worked.

 

Doesn't GECK allow a way to let users select what voice over file they want to pair up with the response?

 

Each line of dialog is assigned an exact directory name and filename by geck. You cannot change it. To pair your voiceover file with this line of dialog, put the voiceover file in this exact place.

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