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Custom NPC with Voice Conversations


Deter32

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Hello,

 

Just started playing Fallout Vegas like a week ago (PC Game). Decided that I didn't like the fact you could only use 1 companion, and the list of current companions didn't seem the best. Downloaded the Mod that would let you play with more than 1 companion. In doing this, thought it would be really cool to create your own companions and to create speech for different aspects of the game. Aka you go in to Vegas, and the companions says, I think we can bust the casino" or whatever. In battle, saying something else.

 

Found this GECK program and started using it, not very good with it, but now can create an NPC in the game and kind of understand how it works, however the speech part seems to be more complex since you are basically going to be writing up a choose your own adventure book.

 

What I mean by this, you kill Benny, or solve a different quest, want it to open up new dialog for the NPC.

 

Was kind of thinking about doing 3 or 4 companions, 4 seemed a little bit much. So the 4th guy may just end up being a random encounter that is an outlaw bounty hunter in the waste.

 

With the Bounty Hunter Quest or fight, I would like it to work like this, before you fight him and his crew, it goes to a conversation that no matter what you choose, after the conversation it turns in to a massive gun fight.

 

If this works, and I kind of like it, may set up and create one or two small extra random battles in the game.

 

Wanted to start the game off with finding one of the companions, and the one sitting at the bar. Next creating an extra Quest in the game to go rescue the 3rd companion from like the Highway Jail or something. So early on in the game you would have your base team.

 

Over the last few days decided to create as many possible small .wav files of speech for my three rogue companions. In doing this was thinking up different possible uses for each wav files. So on paper kind of have my speech dialog tree but no idea how to script it or put it in the game as of yet.

 

Some 25 years ago, oh my god, has it been that long, played the original Wasteland game with these companions, and than created them in Fallout Tactics which was really cool. In Fallout Tactics, created a new companion "Angel Eyes", from the Good the Bad and the Ugly, so just may create a random encounter vs Lee Van Cleef with speech. Than maybe even a Random Encounter vs Clint Eastwood (The Man with No name).

 

When testing the new NPC's I put them in the lucky 38, and messed up the modeling of the layout moving like a door frame. Going to start over.

 

1st Create a file for the physical look of the NPC's. Than a test file for the dialog and than a 3rd file for placement in the game. If I can figure out how to re-skin and outfit in the game, will do that to create a custom look to the player.

 

Hopefully someone can help or even if someone is really good at moding, can send them the files to help with bringing this idea to life.

 

1) Need to learn how to upload the .wav file in to the game

2) Need to learn how to script a converation and create a working NPC companion

 

The dialog works well, it fits the game and can mold it in to the story line as if they were actually created for this game.

Edited by Deter32
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.....

 

well then.

 

First of all, you'll want to learn it in this order:

 

1.) Create a working NPC companion

2.) Learn how to voice dialogue with lip sync

3) Learn how to script a conversation

 

1) This will be the biggest chunk of learning, even if the companion will be only half of what the vanilla ones are feature-wise. First, you'll want to follow this guide for the basics: http://forums.bethsoft.com/topic/1011099-tutz-companionfollower-tutorial/

 

That shows how basic companions were (and still are) done for fallout 3. Fallout New Vegas, as you know, uses a menu script for the companions, a la companion wheel. If you want that for your companion, you'll have to copy the script code found on one of the vanilla companions. Understanding the companion wheel itself is a different ballgame (not hard, just not so straightforward)

 

There's usually a 3-way relationship when creating a decent follower/companion: AI packages, a follower quest (dialogue AND quest script), and the NPC's script. All three of these usually work hand in hand, at least that's how Obsidian did things.

 

Study Cass or Boone.

 

2) GECK allows you to assign sound files to lines of dialogue in your "dialogue" or "follower" quest. It is straightforward, and if you don't know how to do it you should head over to the GECK wiki for review. Lip syncing, however, is a different story. You want the mouth to move along with the words? Download an early version of the Construction Set for Oblivion. It doesn't need the game to serve this purpose. The CS (early version) has the lip sync function necessary for fallout mods to have it. Use the CS function in the dialogue box to generate the files (one by one.... :sleep:) based on your sound files. Then, with both the sound file and lip file, assign to lines of dialogue in the GECK.

 

3) You know this requires a bit of scripting knowledge, right? You can either do timed sequences or something like chained SayToDone functions to get the NPCs or companions talking back and forth. I'm sure other Nexus members have better and more detailed suggestions here, so hopefully someone will post after me and correct me on anything I've stated incorrectly thus far.

 

Cheers.

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  • 9 months later...

.....

 

well then.

 

First of all, you'll want to learn it in this order:

 

1.) Create a working NPC companion

2.) Learn how to voice dialogue with lip sync

3) Learn how to script a conversation

 

1) This will be the biggest chunk of learning, even if the companion will be only half of what the vanilla ones are feature-wise. First, you'll want to follow this guide for the basics: http://forums.bethso...lower-tutorial/

 

That shows how basic companions were (and still are) done for fallout 3. Fallout New Vegas, as you know, uses a menu script for the companions, a la companion wheel. If you want that for your companion, you'll have to copy the script code found on one of the vanilla companions. Understanding the companion wheel itself is a different ballgame (not hard, just not so straightforward)

 

There's usually a 3-way relationship when creating a decent follower/companion: AI packages, a follower quest (dialogue AND quest script), and the NPC's script. All three of these usually work hand in hand, at least that's how Obsidian did things.

 

Study Cass or Boone.

 

2) GECK allows you to assign sound files to lines of dialogue in your "dialogue" or "follower" quest. It is straightforward, and if you don't know how to do it you should head over to the GECK wiki for review. Lip syncing, however, is a different story. You want the mouth to move along with the words? Download an early version of the Construction Set for Oblivion. It doesn't need the game to serve this purpose. The CS (early version) has the lip sync function necessary for fallout mods to have it. Use the CS function in the dialogue box to generate the files (one by one.... :sleep:) based on your sound files. Then, with both the sound file and lip file, assign to lines of dialogue in the GECK.

 

3) You know this requires a bit of scripting knowledge, right? You can either do timed sequences or something like chained SayToDone functions to get the NPCs or companions talking back and forth. I'm sure other Nexus members have better and more detailed suggestions here, so hopefully someone will post after me and correct me on anything I've stated incorrectly thus far.

 

Cheers.

 

Using the Construction set to create Lip-Sync files is not needed and a waste of time. The GECK can do this for you with minor patching.

I have made a tutorial on how to do this.

 

The link is in my signature.

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  • 1 month later...

Thanks, this project was completed like 9 months ago, did 4 custom NPC's, custom VATS, redid S. Smiles, and created a "Bad Guy", NPC to fight (Gene Hunt). Than did custom sounds for like 7 to 15 weapons MODS. Used TES Construction Set (Oblivion) for the lip sync. Each custom NPC has over 100 voice commands. They are all based on TV or Movie characters. One of them is Clint Eastwood.....For the audio, used real voices from clips, than cut it up an mixed in a video editor program. But do also have Sound Forge. The custom sounds, really went to town on this........

 

 

 

Edited by Deter32
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May actually release this to the public, it is totally custom built, added in light sabers from the light saber mod, it is kind of crazy to be honest. But the custom VATS is wild. With the 4 companions and the custom guns you are kind of un-stopable....May have to break this up in to different mods and figure out how to upload & put the files together. What was done also, took different things from different mods and put it in to one, like Clints and Van Cleef's outfits, I didn't design them..... Used wav files so the folder is kind of big......Building the NPC's was a royal pain, it was hard figuring out all the scripting......

 

 

Edited by Deter32
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