NeighborlyNinja Posted February 12, 2012 Author Share Posted February 12, 2012 Sorry, only now I got what you meant... facepalm, shame on me. All the time I was thinking you want to play a NPC lifeAll is well. I just need a solution to my problem. Link to comment Share on other sites More sharing options...
nosisab Posted February 12, 2012 Share Posted February 12, 2012 (edited) Got a time to look at the problem, it is somewhat easier than was in oblivion. I used Lydia as template (she is listed as Housecarl Whiterun) Lets suppose at this point you already set up your follower characteristics in the "Actors" at the Object window, in the "Traits" menu, like the kind of voice it will be using" From the CK "Character" menu navigate to "Filtered Dialog" From there Filter by your follower (NPC) name, this will bring all defaults dialogs it may already have and the quests and fragments the dialogs happen. Create whatever you want it to speak, the conditions to it occurs and such... at the dialog entry properly you have the way to link it to the specific audio file, which must be a mono WAV or LTF file. Some things you may want to observe is the mood the dialog is spoken, from neutral to angered and so. You'll notice there is an option to mark it to be lip synched. I hope you get yourself in the game soon enough :) Edit: Remember double clicking most entries in CK brings out the corresponding window for it.Edit1: Is advisable creating your audio files in a subfolder inside the /sound/voice - can't confirm this bit for I have no template sound file there (they are still inside the BSA, but I believe it makes sense). Edited February 13, 2012 by nosisab Link to comment Share on other sites More sharing options...
NeighborlyNinja Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) Got a time to look at the problem, it is somewhat easier than was in oblivion. I used Lydia as template (she is listed as Housecarl Whiterun) Lets suppose at this point you already set up your follower characteristics in the "Actors" at the Object window, in the "Traits" menu, like the kind of voice it will be using" From the CK "Character" menu navigate to "Filtered Dialog" From there Filter by your follower (NPC) name, this will bring all defaults dialogs it may already have and the quests and fragments the dialogs happen. Create whatever you want it to speak, the conditions to it occurs and such... at the dialog entry properly you have the way to link it to the specific audio file, which must be a mono WAV or LTF file. Some things you may want to observe is the mood the dialog is spoken, from neutral to angered and so. You'll notice there is an option to mark it to be lip synched. I hope you get yourself in the game soon enough :) Edit: Remember double clicking most entries in CK brings out the corresponding window for it. Trying this now, I'll edit this reply to reflect my test results. Thanks for the support! Kudos! :thumbsup: May be a while due to the fact that it takes FOREVER to load things... :wallbash: GOT IT TO WORK! Edited February 13, 2012 by NeighborlyNinja Link to comment Share on other sites More sharing options...
NeighborlyNinja Posted February 13, 2012 Author Share Posted February 13, 2012 Heck yah! It works!Thank you so very much! :thumbsup: Take that complications! :P Link to comment Share on other sites More sharing options...
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