davidlallen Posted August 5, 2011 Share Posted August 5, 2011 If there is a sound clip, the text is displayed for the running time of the clip, then it advances. If there is no clip, it stays for some fixed time (10 sec?) and then advances. Link to comment Share on other sites More sharing options...
dannyjackson Posted August 6, 2011 Author Share Posted August 6, 2011 Interesting. Do you think it will work if I record a blank audio clip, the length of which determines the duration of the line? Link to comment Share on other sites More sharing options...
Glenstorm Posted August 6, 2011 Share Posted August 6, 2011 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. Link to comment Share on other sites More sharing options...
dannyjackson Posted August 6, 2011 Author Share Posted August 6, 2011 (edited) Because there's no dialogue involved there. It's a narration of action enclosed by parentheses ;)(this is in relation to the aforementioned workaround that I mentioned, as well as suggested by David) Edited August 6, 2011 by dannyjackson Link to comment Share on other sites More sharing options...
Nimboss Posted August 6, 2011 Share Posted August 6, 2011 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. Link to comment Share on other sites More sharing options...
dannyjackson Posted August 6, 2011 Author Share Posted August 6, 2011 (edited) 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 August 6, 2011 by dannyjackson Link to comment Share on other sites More sharing options...
davidlallen Posted August 6, 2011 Share Posted August 6, 2011 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. Link to comment Share on other sites More sharing options...
dannyjackson Posted August 6, 2011 Author Share Posted August 6, 2011 (edited) 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 August 6, 2011 by dannyjackson Link to comment Share on other sites More sharing options...
Glenstorm Posted August 6, 2011 Share Posted August 6, 2011 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. Link to comment Share on other sites More sharing options...
davidlallen Posted August 6, 2011 Share Posted August 6, 2011 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. Link to comment Share on other sites More sharing options...
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