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[LE] Custom Voice and LIP file Solution


Pickysaurus

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Hello!

 

I have just solved a problem with Customer Voices and LIP files that it took me all evening of trial and error, plus frantic searching of outdated forums to discover. I figured I'd stick it here in case anyone else has the problem.

 

Issue 1: Custom Dialogue not playing?

So this fix is slightly better documented, but still worth writing.

 

I had created a new NPC, added a Custom Voice, created a Generic Voice quest (for non-specific lines) and input the .wav files into the game. Once in game however, the NPC just stared awkwardly at me.

 

Solution: Using a fix Arthmoor posted in this thread, any quests that are 'Start game enabled' (so the dialogue is there without additional actions) will sometimes fail to initialise on load. You could manually start the quest via console, but that sucks. Use the method in the thread to create a SEQ file which should be packaged with the mod.

 

Issue 2: Custom Dialogue playing but no mouth movement?

This is where I hit a major roadblock. There may be better solution but I only found one.

 

When loading in with my SEQ file in place, the correct NPC said the correct thing, but his mouth didn't move. I also noticed in CK, that it would not allow the LIP file to be generated. The flag stayed as N and the button did nothing.

 

Solution: I found this solution on another message board, but it was worded so poorly it took 3 different trials to get what was meant. I was using ModOrganiser to load CK - there is a poorly documented bug in doing this where for some reason CK can do everything EXCEPT generate LIP files. The only solution is to copy your mod (and any Masters) manually into the Skyrim/Data directory. I suggest you backup this directory first. Run CK again and LIP files will be created as expected.

 

Once you have the LIP and WAV files, I strongly suggest using UnFuzer to pack the two files into a single FUZ file before copying this back into the MO virtual folder. It drastically reduced your file size overall for easier downloading.

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<ModOrganiser to load CK>

 

I use MO for gaming, but all CK related Mod stuff is in Real Data Folder, with Wrye Bash to install requirements, makes real time stuff work like record a wave file & Save then highlite make lip file from wave etc etc, the problems was MO

 

How do refresh it while using CK in Virtual World?

 

Make your future mods in Real World friend, it will work the first time, every time, other wise you make unnecessarily hard your self.

Edited by PeterMartyr
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  • 3 years later...

Thank you! Thankyouthankyouthankyouthankyou! I've been knocking my head on the lip file issue for too long! I sort of suspected Mod Organizer was the culprit, but I did not really think to act on that suspicion until I saw this post. Again, thank you!

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  • 3 weeks later...

Honestly no quest of any essential need in a mod has to be attached to an SEQ file, all one has to do is have a generic quest that kicks things off being 'Start Game Enabled', get your SEQ file in for that, and then just start your other quests from that quest via script.

 

One can just set a stage in the 'Initialize_Quest' - Check the Start Up Stage flag, then put into the stage code the starting of the quests. And lastly set that stage to complete the quest. The quest has only it's ID, no actual name attached to it. Quest priority 90, Run Once checked.

 

Script Example:

    MainQuest1.Start()
    MainQuest2.Start()
    MainQuest2.SetStage(10)
    MainQuest2.SetObjectiveDisplayed(10)

(Must add the quest properties to the script for it to work)

 

The rest of the quests do not need to have the Start Game Enabled flag on.

 

This also means there will never be a need to ever update the SEQ file as well. Personally, I'm not sure why they did the SEQ thing, maybe to encourage the development team to not have too many quests active at start, don't know.

Edited by sornan
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