asmonty Posted April 7, 2017 Share Posted April 7, 2017 So I have been working on this quest mod and have a section where the player is making their way through an area being talked to over an intercom by an NPC. There are just triggers set up that are playing voiced sound files at certain points. While I have been working on this I realized that a lot of the plot information is given out in these sound clips. This presents a problem. If the player is playing without sound or is deaf or something. Is there a way to add subtitles to the screen when these voice sound files are playing like the general subtitles you can see when over hearing NPC conversations in Diamond City or something? Link to comment Share on other sites More sharing options...
vkz89q Posted April 7, 2017 Share Posted April 7, 2017 They need to be quest scene most likely. Check how Vault 81, Hole in the wall quest is made. It has speakers and subtitles before you find Curie. Link to comment Share on other sites More sharing options...
asmonty Posted April 7, 2017 Author Share Posted April 7, 2017 They need to be quest scene most likely. Check how Vault 81, Hole in the wall quest is made. It has speakers and subtitles before you find Curie.Thank you I will take a look at that and see if I can figure it out :) Link to comment Share on other sites More sharing options...
werr92 Posted April 7, 2017 Share Posted April 7, 2017 (edited) Well yes, you should use quest scenes that are played when the player enters a trigger. Create a room under your level and place an NPC there. Make it so that When the player goes into the trigger, it starts a scene where this NPC says something. You might wanna set an audio output override to be named somewhat like SOMDialogue2D. Thus you'll get an NPC who's speech doesn't fade out over the distance. And is the dialogue (voice), not sound fx. That is a good trick to use. Edited April 7, 2017 by werr92 Link to comment Share on other sites More sharing options...
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