Dan3345 Posted July 13, 2012 Share Posted July 13, 2012 (edited) Looks really great! I have been patiently waiting since the CK was released for an in depth companion to tag along with me in my travels through skyrim. i will hold off on downloading though until the mod is in Beta or finalized. I run SkyRe which if you are unaware is a skyrim overhaul, that I cannot play without. And I wouldn't want to have a conflict that would ruin my experience with either mods. Also I am waiting for SkyEdit but that's another story. Keep up the good work! Edited July 13, 2012 by Dan3345 Link to comment Share on other sites More sharing options...
JanusForbeare Posted July 13, 2012 Author Share Posted July 13, 2012 (edited) @nzz074797: Glad to hear that you're a fan, and also that you're thinking of doing some voice acting. Too many mods go unvoiced these days... I was ranting in mod requests the other day about how there are no player homes/castles with voiced staff. I'm not familiar with the Yette ATM (I'm using a Shure SM-57), but if I could give one tip about voice acting, it would be that the process is much less painful on a USB mic than an analog mic. The SM-57 is analog, and I have to use a phantom power supply (purchased seperately) to get it to work with my computer. Since this adds extra impedance, it forces me to boost the levels of everything I record, which gets tedious. As for how I got started... well, I work in TV production, so I used that model. I began by writing a proposal/summary of the project, which defined my goals and Atvir's character. I then began writing the scripts (dialogue scripts, not Papyrus scripts) that would be used during the introductory and companionship dialogue. Mind you, this was before the CK came out, so there was nothing but time. Once the CK was released, I started by building Atvir, putting him in the Cornerclub, and creating his introductory quest. His quest was unvoiced at that point, of course, but that was good, as it showed me how his dialogue would have to be divided up (a line of NPC dialogue has to be 255 characters or less) before I did any actual recording. The recording process can be a b****. My mic needs a converter to connect to my PC (again, adding more impedance) so I record onto my mac. It can take 25+ attempts to get a single line sounding acceptable, at which point I'll run some light noise removal over it and give it a tiny bass boost. If the file sounds good after that, I save it (naming it after the first three words that are said) and repeat the process until I have the resources I need. Plugging the voice files into the CK doesn't get any easier. The WAVs I record have to be placed in the correct folder and manually renamed to the designations they are assigned by the CK. Doing that creates the .LIP files (which power lip syncing). The WAVs then get converted into XWMs, then the XWMs get combined with the LIP files to create FUZ files. The FUZ files are packaged into a BSA, which prevents audio conflicts with other mods. As you can see, voice work is not for the short-tempered or easily frustrated - it's a long, sometimes very boring process (of course, a huge part of that is the CK/Bethesda's fault, but I digress). However, voice work vastly improves any mod, and I have to say that it is rewarding to have hundreds of people hear (and compliment!) your recordings. Regarding your offer of help, my need for other voice actors is beginning to grow, so I could very well be interested. I'll message you soon... it'd be good if you had some recordings online for me to listen to first, though. Thanks again for your kind words! @Dan335: Thank you! I've glanced over SkyRe's description, and didn't see anything that would conflict with Atvir (very few mods actually conflict with him, as he is mechanically distinct from other factions and followers - what problems we've had so far have largely been due to bugs within AD, not incompatibility with other mods). However, I can certainly understand the desire to err on the side of caution, especially if you're already running a large number of mods. If you change your mind, however, Atvir will be waiting (as pissed off and cranky as ever)! Edited July 13, 2012 by JanusForbeare Link to comment Share on other sites More sharing options...
nzz074797 Posted July 13, 2012 Share Posted July 13, 2012 @JanusForbeare I can handle all the file conversions and management np Here is the Yeti mic it is USB so I did good picking that. They have a higher end one but those get into the same issues you have. I have a Zonar sound card so I would be able to set the impedance pretty easy. Still then I am limited to just that. I appreciate the tips! Mic ordered and I'll get something recorded for you ASAP and let you know. Love his jokes. "should I buy you a sweetroll?" LOL I'm a nord in my game at the moment. So far we have completed a dozen quests and not one issue. I use UFO and Followers Wander along with about 95 other mods and not one hitch. Have him in my party of 3 other followers while we travel. Link to comment Share on other sites More sharing options...
xxKeroKunxx Posted July 16, 2012 Share Posted July 16, 2012 Just dled the recent version of this mod! But I cannot get Atvir passed the initial corner club sequence. Atvir says let me gear up but never joins or follows me, and when I try talking to him again, the dialogue replays. Link to comment Share on other sites More sharing options...
lomekian Posted July 16, 2012 Share Posted July 16, 2012 Have just stumbled across this mod, while in the process of creating my own voiced mod, so I look forward to playing it! If you need voice actors, I am a professional actor with 6 years industry experience, and have finally got myself a USB condenser mic, so will be voice-reeling in the next couple of weeks, now I have the USB hub power issue sorted (damn the inferior power of standard USB ports). As a taster feel free to check out www.matthewwade.co.uk (still building it, but it has some video etc), if you think you might want a Brit with some skill at different accents etc. I am also wondering if you could point me to some form of advice...I have a range of characters who have been developed and performed for other projects, with visual models, voice actors and much script sorted, but the CK is a *censored* to use! So far I can get everything to work (thanks to some help from Deck 16's online tutorial http://deck16.net/tagged/voiced%20follower, but I know his method breaks functionality with popular follower mods due to its reliance on the generic follower script as a starting point (which also kills the ability of the mod to play recorded audio for the follower specific dialogue). I have tried creating my own quest etc for my first follower, which successfully plays all dialogue, but I can't get the follower functionality to work at all. I'm not expecting a complete answer, but anything that is more useful thn the official ck guide would help!! Either way, all the best and I look forward to meeting Atvir... Link to comment Share on other sites More sharing options...
JanusForbeare Posted July 16, 2012 Author Share Posted July 16, 2012 (edited) @ lomekian: Thanks for writing! I'll take a look at your voice work shortly. When I was building AD, the first thing I did was poke around the vanilla follower system to learn what made it tick. The most important elements are the follower factions (the vanilla system has 4, not counting the hireling factions), the quest DialogueFollower, the scripts DialogueFollowerScript and FollowerAliasScript and the elements in the follower alias in the aforementioned quest (packages, etc.). If you want to make your custom followers separate from the vanilla factions, your first step should be to make duplicates of all these elements... renaming everything appropriately, of course. You might want to cut out some elements of the scripts; for instance, anything to do with the FollowerCount global value. Also, don't forget to reset all the properties of your scripts and Papyrus fragments to the appropriate values. At the moment in your quest when you want to add the follower to your party, make a fragment that says the following: akspeaker.AddToFaction(MySuperDuperFollowerFaction) akspeaker.SetFactionRank(MySuperDuperFollowerFaction, 1) ...replacing the property name and faction rank with whatever works for your mod, of course. I didn't use many tutorials, so I can't recommend any good ones - I just poked around and learned through trial and error. The CK wiki can be a valuable resource, of course, but it's still pretty threadbare when you get right down to it. Experiential learning and asking for help on the Nexus is the way to go, in my opinion. Good luck! I'll send you a message after I listen to your demo(s). :thumbsup: @xxKeroKunxx: Make sure you're running the most recent version of AD (0.295). Several of the earliest versions had the problem you're describing, I suspect you might be running one of them by mistake. Edited July 16, 2012 by JanusForbeare Link to comment Share on other sites More sharing options...
xxKeroKunxx Posted July 16, 2012 Share Posted July 16, 2012 Unfortunately it's still not working. D: I definitely have the latest version of Atvir installed and running. Is it possible there is a mod conflict somehow? Are there any mods incompatible with Atvir? Link to comment Share on other sites More sharing options...
JanusForbeare Posted July 17, 2012 Author Share Posted July 17, 2012 There are no mod conflict issues that I'm aware of, and I just ran a test of the intro sequence of the most recent version on my rig, which worked. I also double-checked the script folder in the .7z file, but nothing was missing. I can't think of any reason why you'd be experiencing this issue. When Atvir says his line about gathering his things, did you let him finish speaking, or did you speak to him again before he finished his line? The script fragment which adds Atvir to your party triggers at the end of his line, and if he doesn't get to complete it. it's possible he'd restart the whole sequence over again. That's all I've got for now. If you want, you can send me a list of the mods you're running, and I'll see if I can pick any out that could conceivably cause the problem you're experiencing. Link to comment Share on other sites More sharing options...
nzz074797 Posted July 17, 2012 Share Posted July 17, 2012 @JanusForbeare just sent in a email a 7z with some initial recordings. Link to comment Share on other sites More sharing options...
xxKeroKunxx Posted July 18, 2012 Share Posted July 18, 2012 Hmm, I tried reinstalling the mod again and let him finish speaking. Still the same result. :/ Is there a file from a previous version that differs from the recent one? Also, is there a console command to force him into the party by any chance? If not I might have to send you my mod list xD; There aren't any required mods for Atvir, correct? Link to comment Share on other sites More sharing options...
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