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Unvoiced Dialogues and Sharing Papyrus fragment


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Hi everyone,

 

Working on a quest mod for Fallout 4. I encountered two major problems

 

1/ Is it possible to make the characters' mouths move if the dialogues are not voiced? I don't really have the budget to hire voice actors but currently if I just add dialogue lines without audio files attached to it, the subtitle will show up correctly with plenty of time to read them, but the characters just stand there staring at each other awkwardly.The dialogue camera makes it even more awkward. Is there an equivalent of Fuz Ro Doh in FO4 perhalps?

 

2/ I have a lot of dialogue options that require an identical Papyrus script, for example:

ForceGreetAlias.ForceRefTo(akSpeaker)

 

...

 

ReferenceAlias property ForceGreetAlias auto

 

 

Is it possible to actually have all these dialogue options share the same script/ pex file so that:

  • I can save space and avoid cluttering my scripts folder with hundreds of identical pex's
  • Later on, if I need to edit that script, I only have to do it once, not having to go into each and every dialogue option to manually change one fragment at a time.

Simply creating a fragment on one dialogue option and then add that same script to all the other dialogue options (their actual fragment boxes remain empty) doesn't do anything. If I also paste the content of the fragment box into another dialogue option's fragment box and hit compile, it creates a new pex rather than using the same script I already attached.

 

Your help is much appreciated. Thank you so much in advance :)

 

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Re: #1, I'm wondering if you can record dialogue yourself, run the .LIP build to get the face movements, and then just pull the sound file. I'm just spitballing here. Is that possible?

 

If that CAN work (LIP file with no corresponding WAV file), the next thing I'd experiment with is to see how well that would work with voice synthesizer software. Use that to generate the voice WAV, build the .LIP from that, delete the WAV.

 

Again, no idea how well that would work, but worth a shot I guess.

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You can... you can actually simply ask somebody to voice lines for you. Many people will do it for free, just for fun (>>>me for example<<<). Depends on the number of lines of course (if you don't have s#*&#33; tonnes of them - that's okay) and how interesting the characters are.

 

Pm here on the nexus or go to castingcall site and search there.

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  • 2 months later...

 

2. You can make script in your quest, then use kmyQuest.FunctionName() to call it in fragments.

 

 

Can you possibly elaborate on this more?

 

OP was talking about using same fragment over and over again.. so you can put the fragment code in Quest script and call the function in fragment, instead of repeating the same code on multiple dialogues.

 

https://www.creationkit.com/index.php?title=Quest_Stage_Fragments

Edited by vkz89q
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