moburma80 Posted April 6, 2012 Share Posted April 6, 2012 (edited) The whole area of using voice samples in the Geck seems to be a top secret black art with very little info available on the internet about it, so I wonder if anyone has an answer to this: I'm trying to rearrange some vanilla game dialogue (NOT add new dialogue), but as soon as I make a copy of the dialogue or move the original dialogue entry to a new topic, the voice sample for it breaks and won't play in the game or in Geck. Ok, fair enough. But there seems to be no way to change what sample is played, at all. Is there really no way to direct the voice sample data to what already exists in the .esm file? Do I HAVE to extract the sample and put it in the path that's spat out to you when you make a new/copied entry? I can't find any way to do it, and even the mighty FNVEdit seems not to track this information (is it hardcoded)? Anyone got any pointers to what I'm doing wrong, or is it really meant to work this way? Edited April 6, 2012 by moburma80 Link to comment Share on other sites More sharing options...
viennacalling Posted April 6, 2012 Share Posted April 6, 2012 The filename for the voice sample is generated by the game engine based on things like the voice type, the quest it's associated to and the form ID of the topic. It's not user configurable. So basically yes, you have to extract the sample and put it in the path the Geck gives you. Link to comment Share on other sites More sharing options...
moburma80 Posted April 6, 2012 Author Share Posted April 6, 2012 Yeah, I just figured this out for myself after poking around in the BSA files and noticing they all had form ids. Doh. Oh well, thanks for the help. Link to comment Share on other sites More sharing options...
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