NaomeShade Posted October 8, 2011 Share Posted October 8, 2011 Hello everyone. I want to make npcs speak. In the beginning of the game the emperor and his blades come to your cell. They turn around talking, talk when moving, change their face emotions when talking, play some animations when doing this. In some way I want to repeat this scene with my own characters, own topics, own wav files. But I dont know how to do it. It must be done in the Dialog Box in CS but I just dont understand it=). Could you tell me what to do with it? Link to comment Share on other sites More sharing options...
fg109 Posted October 8, 2011 Share Posted October 8, 2011 The conversation between the Emperor and his Blades are controlled and timed through a script, not dialogue. Of course, it also involves creating the lines in the first place with the Dialogue Box in the CS, but that's only part of it. Link to comment Share on other sites More sharing options...
NaomeShade Posted October 8, 2011 Author Share Posted October 8, 2011 Oh, i see. Is there a way to make a dialoge between the characters without using scripts? Or there isnt? If I could just make 1 npc turn to 2nd npc and tell him few words, I'll be just happy. Link to comment Share on other sites More sharing options...
jamochawoke Posted October 8, 2011 Share Posted October 8, 2011 Dialogue is actually handled mostly through the Quest window believe it or not. Read here: http://cs.elderscrolls.com/constwiki/index.php/Dialogue_Tutorial Link to comment Share on other sites More sharing options...
NaomeShade Posted October 13, 2011 Author Share Posted October 13, 2011 (edited) Oh... the dialogs? Thats good. But I didnt mean it. I want to make an NPC talk to another NPC. Like when npcs come across and talk about morrowind or oblivion gates or smth, but without standing so near. I mean one npc turn his head to another who is standing far from him... play some animation like "stay put prisoner" - pointing with his finger or any other anim and just open his mouth while looking at his interlocutor. And all this mess to make one nice cutscene... But scripting is such non-understandable thing for me... so I am here for help. Edited October 13, 2011 by NaomeShade Link to comment Share on other sites More sharing options...
jamochawoke Posted October 13, 2011 Share Posted October 13, 2011 That's how it's done... Animations played like that are done through the idle animation manager with a special idle for dialogue and a condition that checks for an item. A script adds and removes the item at the appropriate moments. Link to comment Share on other sites More sharing options...
NaomeShade Posted October 13, 2011 Author Share Posted October 13, 2011 The animations arent the main =) I want to make them talk first. Link to comment Share on other sites More sharing options...
David Brasher Posted October 13, 2011 Share Posted October 13, 2011 Ever since Shivering Isles came out, the new CS has been broken and won't let people record and lipify new dialog. Bethesda can't be troubled to fix it, because they don't care much about Oblivion fans and modders. So you see very few mods with voiced dialog. The people who make them are very clever and pour a ton of time into the process. They use elaborate workarounds such as having two copies of the CS, an old one which works for recording dialog, and the new one which works with Shivering Isles and modern mods. They may also use other programs to process sound files. So it is not an easy process, but it is possible if a person wants it badly enough and is willing to study and learn and spend lots of time. Link to comment Share on other sites More sharing options...
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