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[LE] Say() function - subtitles


TheWormpie

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I'm trying to make a talking activator say a line from a voiced custom topic via script function Say(myTopic). The problem is that the subtitles stays on the screen forever even after the voice is done speaking. What could cause this and how do I fix it? Has Lip File is unticked and Goodbye is ticked, doesn't seem to make a difference :/

 

Thanks in advance for any pointers :)

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  • 3 weeks later...

Too few information to track this down. Subtitles normally stay as long on the screen as the soundfile is running. So it's necessary to cut recorded dialogue tight on beginning and end. But it could be caused through another installed mod or simply forgotten seq file or because ck did not save properly. You could try first to make new seq. Test with new game and not an existing save. If it doesn't help, tick the lip file box and recreate all facial animations to create a lipfile. Make new seq and test. If this works, you can delete the lip file and untick the box. Good luck.

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Thanks for the answer :)

 

Nothing to do with the voice files themselves, they are the length they should be. Anyway, the subtitles don't just stay a few seconds too long on the screen... they stay forever(!) until I leave the cell where the dialogue was played. Even after leaving the cell, the subtitles return at once if I enter the same cell again.

 

I don't run any other mods at all, and I always test from a clean save without mods - a save that I've never experienced issues with before.

 

When you say "recreate all facial animations" I assume you just mean the process the Creation Kit does on its own when you create a lip file?

 

I already have a SEQ file, but I will try recreating it again and see if that helps. I'll report back when I've tried everything you suggested.

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Under the menu Gameplay in the ck click facial animations. Click yes to start the process. It will create all missing lipfiles - and only the missing ones, so if you have to create the lip fles again you have to remove them first from your voice folder.

But I don't think this will solve the problem. There's something that prevents the game from exiting the dialogue.

What is with the script? Perhaps there's an unwanted iteration that brings up the dialogue again and again? Track down if it stops properly.

Good luck to you.

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  • 2 months later...

I still don't know what the reason is for this, but for anyone in the future who should experience the same weird issue:

 

When the line has been spoken, the talking activator needs to be activated by the player. Somehow this prevents the subtitles from hanging around forever.

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You can also disable and enable the talking activator. As long as it's disabled for at least one frame while "speaking," its text should clear off-screen.

 

I actually used this bug to co-opt the subtitle display for showing custom UI text in one of my mods, so I can personally attest to the fix.

Edited by DavidJCobb
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