truebluedragon Posted June 25, 2012 Share Posted June 25, 2012 I am having some issue starting my scene. In my quest I have an NPC give some dialog like an "announcement". This "announcement" is given upon request. I have set the stage up and Markers where he would go to do the "announcement". The scripting I put in the end of the dialog upon request is HavenScene.Start() Representing the property of the scene in the same quest. However after request he kinda just looks at you like an idiot for standing in front of him. In another way i have set the end dialog to end with MyQuest.SetStage(10) Where in Stage 10 I have set it to start the scene in case the top is not possible. However does the same thing. =( Any Ideas or help would be much appreciated since this is what is stopping my update :P Link to comment Share on other sites More sharing options...
JanusForbeare Posted June 25, 2012 Share Posted June 25, 2012 As far as I know, there are only two ways to start scenes: -If the scene is set to "Begin on quest start", then you just have to rig the owning quest to start. I suggest you give the scene its own quest if you plan to use this method. -The other way is to rig a papyrus fragment (or a script event/function) to execute the command "SendStoryEvent" (ie. MyQuestTitle.SendStoryEvent() ), If you do it this way, you have to put the owning quest into the SM quest tree (subsection "Scripted Event"), and give it conditions that distinguish it from the other quests. The easiest way to do this is via keyword. Link to comment Share on other sites More sharing options...
truebluedragon Posted June 25, 2012 Author Share Posted June 25, 2012 As far as I know, there are only two ways to start scenes: -If the scene is set to "Begin on quest start", then you just have to rig the owning quest to start. I suggest you give the scene its own quest if you plan to use this method. I will try this cause The other one is uhh yeah lol. So if it is its own quest and set to stage 10 as the scene do I GetOwningQuest().SetStage(10) Like that? Link to comment Share on other sites More sharing options...
JanusForbeare Posted June 25, 2012 Share Posted June 25, 2012 As far as I know, there are only two ways to start scenes: -If the scene is set to "Begin on quest start", then you just have to rig the owning quest to start. I suggest you give the scene its own quest if you plan to use this method. I will try this cause The other one is uhh yeah lol. So if it is its own quest and set to stage 10 as the scene do I GetOwningQuest().SetStage(10) Like that? What I would do is: 1) In your main quest, decide on a stage to be the "announcement" stage. Let's say that it's stage 50. 2) Give stage 50 a papyrus script fragment that starts a new quest (ie. AnnouncementQuest.start() ) 3) Open AnnouncementQuest (or whatever you call the new quest) and go to the "Scenes" tab. Make a new scene with whatever phases you want. Make sure that the options "Begin on quest start" and "Complete quest on end" (I'm paraphrasing here), at the top, are checked. Don't worry about stages; you don't need them for a single-scene quest like this. 4) Add a papyrus script fragment to the end of the last phase of your scene that progresses your main quest forwards (ie. MyModQuest.SetStage(60) ). Voila! Now, when your main quest gets to stage 50, it will begin AnnouncementQuest and play your scene. When AnnouncementQuest's scene ends, it will end its owning quest and move to the next stage of your main quest. And you'll live happily ever after. Link to comment Share on other sites More sharing options...
truebluedragon Posted June 25, 2012 Author Share Posted June 25, 2012 OKay I got the scene to start was having the dialog in the same quest was making the topic have to be active therefore begin on quest start would never trigger... anyways... He performs the scene. However there is no Voice now even with recording a brand new one. I see his lips moving. Not even subtext is showing. Is there a way to fix this? Link to comment Share on other sites More sharing options...
JanusForbeare Posted June 25, 2012 Share Posted June 25, 2012 I'm not quite sure what the problem you're describing is, though I should mention that I've found the use of custom voice files outside of the conversation window to be buggy and problematic. Scenes are certainly no exception. When I install dialogue, here is what I do: 1) Record and sweeten the audio files in a 3rd party program. I use audacity on my mac, as it's set up for that kind of thing. 2) When you're satisfied with your files, export them and place them just outside the voice folder for your character. For example, my WIP companion, Atvir has a voice folder called "JFADAtvirVoice" that can be found in C:/Program Files (x86)/Steam/SteamApps/Common/Skyrim/Data/Sounds/Voice/Atvir.esp. I strongly suggest that you name each file by the first few words that are spoken, so that you can easily match them up to the written text without having to listen to each one. 3) In the CK, write all the topics you will need for your entire scene (or whatever you're voicing). 4) For each topic, record a second or two of silence. The reason we do this is so that the CK believes that there is a voice file associated with the topic - if we don't, and we just import our custom voice files, the CK won't detect them, even if they're named properly and in the right folder. 5) Now comes the long and annoying part. Each line of dialogue has a "Voice Filename" that you can find if you double-click on the "Response Dialogue" in the Topic Window. For each of your lines of dialogue, you'll have to find the associated "Voice Filename", highlight it, CTRL+C to copy it, and rename its voice file counterpart to whatever it's called. 6) Once you've got all your voice files properly named, drag and drop them into the character's voice folder (continuing with my previous example, I would put them in "JFADAtvirVoice"). You will be asked if you want to replace existing files, select "Yes to all". 7) Now that all your voice files are named correctly and in the right location, all that remains is to generate .LIP files for each one. For each line of dialogue, go back into the Topic Window, double-click on the Response Dialogue, select your character's voice type from the list at the bottom (if you're using a custom voice, it'll probably be the only one listed). With the voice type highlighted, click on "From .WAV" at the bottom of the window, then click on "Generate Lip File", at the left. That's it! It may seem ridiculously complicated (hell, who am I kidding, it is), but it's the only way I know of to import clean, custom dialogue. If you're still having issues, and you're sure you followed the above-mentioned steps correctly, then you might want to try converting your .WAV and .LIP files to .FUZ format. Doing so requires Microsoft's XWMAEncode program, found as part of the Direct X SDK (http://www.microsoft.com/download/en/confirmation.aspx?id=6812) to first convert your .WAVs to .XWMs, followed by Agnahim's FUZExtractor (http://skyrim.nexusmods.com/mods/950) to combine your .XWMs and .LIPs into .FUZ files. The FUZExtractor's main page and comments section have a lot of good info on that process. Link to comment Share on other sites More sharing options...
gasti89 Posted June 25, 2012 Share Posted June 25, 2012 Or you can use Skyrim Audio Converter, in wich you direclty convert wav to fuz by selecting the right lip file. Link to comment Share on other sites More sharing options...
JanusForbeare Posted June 25, 2012 Share Posted June 25, 2012 Or you can use Skyrim Audio Converter, in wich you direclty convert wav to fuz by selecting the right lip file. Wow, I wish I had known about that when I was converting my dialogue. Link to comment Share on other sites More sharing options...
gasti89 Posted June 25, 2012 Share Posted June 25, 2012 It's a bit boring since you have to convert wavs one by one (there's only one lip window), but i think is definitely more user friendly than other programs. Link to comment Share on other sites More sharing options...
JanusForbeare Posted June 25, 2012 Share Posted June 25, 2012 I'd believe that, since the other programs all have to be run out of the command prompt (not always easy for those not raised on DOS and Commodore 64s). That being said, I managed to batch convert 500 or so audio files in one go, using XWMAEncode and FUZExtractor, so if you can figure out how to use them, it sounds they streamline the process a bit more than the Skyrim Audio Converter. I haven't used the latter program myself, though, so I may not be the best judge. Link to comment Share on other sites More sharing options...
Recommended Posts