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I need a lot of help with dialogue editing


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Hi. I'm trying to create a Mr Handy vendor for my player home, but I'm stumbling on the ridiculously opaque dialogue system for the game. I've already tried, very hard, on my own to figure this out, but frankly google is terrible at finding a tutorial or guide for me.

 

Here's my problem: I cannot watch videos. Especially Youtube. Please don't ask why, it's just impossible. If an answer involves having to watch a YouTube video in any way, I will ignore it.

 

What I need is a full tutorial on how to create the NPC dialogue (which I understand is now under quests, for some asinine reason) and how to assign already existing voice audio files (specifically, the Mr Handy voice files) to this NPC's responses. That last bit is the really, really hard part, because for the life of me I cannot click on ANYTHING that would allow me to enter the sound file to play.

 

What I would really like to do is copy Percy's (from Myrna's shop) greeting where he says, "Oh, I do hope you're here to purchase something. It's what I live for." from the Diamond City dialogue quest. And for the player to respond with the usual 4 banal replies, of which 3 are "Yes" and one is "No" (The conversation with the Cambridge Science Center Mr Handy would be ideal).

 

And most importantly, I need to know how to open the vendor store screen.

 

I'm asking here in desperation - because it's the last thing I need for my mod.

Edited by warsinger
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Follow the creation kit tutorial. But if getting a youtube video to run is a challenge, the dialogue/quest/scenes system might be a leap too far.

It took me about 2 weeks learn the dialogue systems and how to set things up correctly.

 

https://www.creationkit.com/index.php?title=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_6:_Creating_Dialog

 

Also, because things don't work the way you expect them to, does not mean those things are bad. The Quest and dialogue system works beautiful, but the fact that it gives so much options and flexibility also makes it harder to grasp the fundamentals.

 

Voice files are stored in a specialized dialogue folder and they are dependant on voice type. In a topic for a dialogue you can RECORD an empty 'dummy' wav file, search for this file, then replace it with one of your own. Make sure your dialogue files are MONO. You can copy paste vanilla dialogue files in this way to make your own dialogue.

 

 

 

For simple player dialogue you can use <shared responses> in the combobox of the topic, once you learned how dialogue works, you'll also understand this tip. I believe you'll need to add dialogue to these vendor scripts (the one relevant to you), you'll need to add some kind of script to the Actor (and/or) to the actor's script. But the vendor quests should give a good example of how this works.

 

You can either hook into the existing vanilla vendor quests, but this will introduce instability and mod incompatibilities, or you could recreate your own vendor script (advised, but harder to do). You would be using the Actor.SellItem() command in that case:

 

https://www.creationkit.com/fallout4/index.php?title=SellItem_-_ObjectReference

 

VENDOR scripts are not just 1 script option for 'show vendor screen', there is a special vendor quest script, open that and see how this works for NPC's.

 

Good luck.

Edited by Reginald001
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Hi. That tutorial is awesome! It has nearly everything. But it doesn't explain how to link the sound files to the dialogs. I've figured out how the shared responses work - the player's dialog is pretty much taken care of - but the MrHandy's is not shared, and I do not know where I get to specify his voice (RobotMrHandy) or pick the sound file - the impression I get is that the editor does not let me change the location and name of the sound file for the response!

Edited by warsinger
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Hi. That tutorial is awesome! It has nearly everything. But it doesn't explain how to link the sound files to the dialogs. I've figured out how the shared responses work - the player's dialog is pretty much taken care of - but the MrHandy's is not shared, and I do not know where I get to specify his voice (RobotMrHandy) or pick the sound file - the impression I get is that the editor does not let me change the location and name of the sound file for the response!

You need to create and record your custom dialogue for these sounds files first.

This creates a directory in the voices directory (the location I posted earlier).

In that directory it places your recorded WAV files.

 

In explorer, manually replace the recorded WAV files with your desired sound or FUZ files from the vanilla game (FUZ files include lipsync info).

This wav file will have a unique ID, something like '000F42.WAV', depending on the topic ID...

 

If you want to reuse unshared response data, you'll have to first extract the corresponding FUZ files from the vanilla game, using Bathesda Archive Extractor (BAE, google it). But of course, these are .FUZ files, so you'll have to place those instead!

Do not get confused by .WAV or .FUZ entries. Even though the setting might point to '000F42.WAV' if there is only an '000F42.FUZ' file, it will still work.

 

If you do NOT reuse FUZ files, but instead actually record your dialogue, then you'll have to create LIP files as well.

For that you use the CreationKit32.exe file, also given in the tools directory of the creation kit.

 

Make SURE to use the CreationKit32.exe for this (!)

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

 

The reason WHY you need the 32 bit exe, is simply because it uses audio and video codecs that have not been released in 64bit code. It uses these audio codecs to read the audio and generate lip sync files, in combination with the given subtitles.

 

Then after creating your .lip and .wav files you'll still need to FUZ them for release.

Edited by Reginald001
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Thanks but I figured all that out already! What I have a problem with is that when I click the "record" button, the dialogue records for a whole bunch of NPC voices (GuardFemaleVault81, GuardMaleDiamondCity02, etc) and not the voice that I want, which is RobotMrHandy. In fact, the dailog records for ALL those voices at once, and I cannot edit, change, add to, or even specify which voice I am trying to record for! Most annoyingly, RobotMrHandy is not among them!

 

I found this wonderful utility on the nexus that lets me fully preview and extract the game's voice files (VFRT2) so all I have left is to actually assign the voice! I have the dialogue tree fully set up and everything, it all works, just no audio.

 

So I would be really grateful if you could tell me why the CK won't let me choose which voices are eligible for the role (seriously, I only want RobotMrHandy).

Edited by warsinger
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Thanks but I figured all that out already! What I have a problem with is that when I click the "record" button, the dialogue records for a whole bunch of NPC voices (GuardFemaleVault81, GuardMaleDiamondCity02, etc) and not the voice that I want, which is RobotMrHandy. In fact, the dailog records for ALL those voices at once, and I cannot edit, change, add to, or even specify which voice I am trying to record for! Most annoyingly, RobotMrHandy is not among them!

 

I found this wonderful utility on the nexus that lets me fully preview and extract the game's voice files (VFRT2) so all I have left is to actually assign the voice! I have the dialogue tree fully set up and everything, it all works, just no audio.

 

So I would be really grateful if you could tell me why the CK won't let me choose which voices are eligible for the role (seriously, I only want RobotMrHandy).

 

If you want only the Mr Handy, then use conditions in the topic info screen to limit who the speaker is - in this way, the recorded voice files will be reduced to that actor type.

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Thanks but I figured all that out already! What I have a problem with is that when I click the "record" button, the dialogue records for a whole bunch of NPC voices (GuardFemaleVault81, GuardMaleDiamondCity02, etc) and not the voice that I want, which is RobotMrHandy. In fact, the dailog records for ALL those voices at once, and I cannot edit, change, add to, or even specify which voice I am trying to record for! Most annoyingly, RobotMrHandy is not among them!

 

I found this wonderful utility on the nexus that lets me fully preview and extract the game's voice files (VFRT2) so all I have left is to actually assign the voice! I have the dialogue tree fully set up and everything, it all works, just no audio.

 

So I would be really grateful if you could tell me why the CK won't let me choose which voices are eligible for the role (seriously, I only want RobotMrHandy).

 

If you want only the Mr Handy, then use conditions in the topic info screen to limit who the speaker is - in this way, the recorded voice files will be reduced to that actor type.

 

 

Exactly. In this case you add a conditional to your topic.

 

GetIsReferenceAlias = YourQuestReferenceAlias to the actor.

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Thank you to both of you! Everything works perfectly! I even learned how to make my own shared dialogue so that the MrHandy can reply to all 3 "Yes, open store" player responses with the same line. Now I have my very own shiny-Codsworth-knockoff in my custom player home to buy all my useless crap!

 

Thanks again for the excellent, detailed, and timely responses!

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