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Paradox in the undertaking of creating a mod, voices


jbarradale

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I am looking at creating mods, but not just a small mod that adds a weapon or such item. A quest mod is what I would like to do. However, the idea of adding a quest that can affect one or more of the current non-player characters is a bit overwhelming. Can I add dialogue for the new quest to NPCs and make it at least somewhat good. The idea of adding a dialogue and using a voice that is not the original seems like it will sound awful. But, it is needed if your story alters some part of the original. Similar to the quest that destroys or disbands the thieves guild. I am not sure I could create a quest mod that does not have some affect on the NPCs. The prospect of a quest that is boring because it goes off into the wilderness to complete something, you come back and the NPCs are unaware you did anything, seems meaningless.

 

Becoming Dragonborn, the NPCs state that they are amazed that they are in the presence of the Dragonborn or such other statement. An NPC thanking you for retrieving their item that they lost. All these things make the quest connected to the main story. A quest to go out and find some item that no one knows or cares about is just not as fun as being recognized for something.

 

The question is though, how do I have NPCs thanking me for something, adding a dialogue, when the dialogue sounds like poop. It would be so obvious that it is not the original NPC saying it. How to make it sound better? Do I just have to live with the voice, no matter how well done, that is not the original person saying it?

 

:confused: :huh:

 

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  • 2 weeks later...

I watched The Mod review by Gopher and noticed the "Destroy The Thieves Guild" used the current NPCs, specifically Mjoll the Lioness and added dialogue to her lines. I do not know how this can be done.

 

What is worse, the mod author has no interest in any communication whatsoever.

Edited by jbarradale
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Design new conversation in Creation Kit, record some stub wav files as if you were voicing them, find the .wav file and copy over them your edited vanilla wav files (for that I mostly use LazyVoiceFinder and Audacity). Once you are familiar with the process, you can also get the name of the wav file from the Response window in Creation Kit and skip the recording step. At the end, generate missing lip files with running CreationKit with a flag CreationKit.exe -GenerateLips:YourMod.esm and convert them to .fuz files with Unfuzer.

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