KeyanPrice Posted July 12, 2016 Share Posted July 12, 2016 I want to re-use some lines of dialog an NPC says into an alternate dialog scene. However, the CK defaults the audio path for the line to 'Data\Sound\Voice\<my mod>.esp\NpcsName\RandomNumberGen...' Is there a way to select the base game's audio file as the path for the dialog? I understand I could easily make duplicates of the files, but that is messy and I'd prefer not to make a copy every time I want to use an already existing line. The path to the default sound file is 'Data/Sound/Voice/Fallout4.esm/NPCMLiamBinet/0011289F_1...' I can't seem to change the path no matter what I do. Screenshot:http://i.imgur.com/xnDRQJN.png Link to comment Share on other sites More sharing options...
TWarrior Posted July 12, 2016 Share Posted July 12, 2016 there you go :) Link to comment Share on other sites More sharing options...
Pokepunch Posted July 12, 2016 Share Posted July 12, 2016 I don't think you understood him. He knows that can be done, he just doesn't want to duplicate the voice files. Unfortunately I don't think it's possible to do. you have to define each voice line separately. Link to comment Share on other sites More sharing options...
llamaRCA Posted July 12, 2016 Share Posted July 12, 2016 The only way to avoid copying the dialogue lines for use in your mod is to use "shared" dialogue. Link to comment Share on other sites More sharing options...
KeyanPrice Posted July 12, 2016 Author Share Posted July 12, 2016 Alright, thanks for the help. I really wanted to avoid duplicating voice lines. Very in-efficient and makes the mod bulkier in size. Link to comment Share on other sites More sharing options...
Gersidi76 Posted July 13, 2016 Share Posted July 13, 2016 Fuz files are pretty compressed, it's not too bad. 5 years ago a 100mb mod was a big deal, now it's a 3 minute download. Link to comment Share on other sites More sharing options...
Recommended Posts