Lollia Posted May 19, 2019 Share Posted May 19, 2019 (edited) I am working on some scenes in the Creation Kit, but when it comes to typing in certain subtitles, I beg pardon, "response texts", I'm at a complete loss. Basically, I have a character who becomes furious and has a very angry breathing sound before he orders another character out of his sight. I love how it plays out in the audio, but I have no idea how to type it in the response text. I want to generate a lip file and I want his mouth to form the sounds properly, but oh, how to type the sound as response text without it looking completely stupid? :confused: How does Bethesda or anyone else spell out the combat lines? Like this one from vanilla for example: "Rrrraaaaarrggghhhh!" How do you even come up with something like that? (Plus some of vanilla audio that use that particular line do not even sound like that.)Take pity, people. My household is giving me some very strange looks on account of my asking for opinions on how to spell out sound effects. :wacko: There's another scene I must soon work with that involves a character whose dialogue is absolutely punctuated with many soft chuckles and other obscure sounds that go perfectly with the dialogue, but defy my wisdom of response text usage. :wallbash: It isn't right for their lips to not move while these sound effects play out. And it also isn't right for there not to be proper response text/subtitles that lend some form to the sounds they utter. My hearing-impaired Aunt, who is a fantastic lip reader, would be looking at the characters mouths and know something was very wrong if the latter was to be the case. Any advise would be quite welcome. Thank you for reading.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Edited because after accidently catching some much needed sleep, I realized that instead of "subtitles", I was actually speaking of "response text". If I could edit the title, I would. Alas, it is not to be. Oh, well. Hopefully my edits provide more clarity. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2nd Edit: I think there must be many members of the Dark Brotherhood on this forum, for I appear to have been sent to the Void where no replies ever see the light of day. :rolleyes: Jokes aside, I figured out a solution that I have decided to utilize forthwith.Thank you to any who read my post and happy modding to you all. :thumbsup: Edited May 19, 2019 by Lollia Link to comment Share on other sites More sharing options...
Hoamaii Posted May 19, 2019 Share Posted May 19, 2019 Basically, you need to record your own voice making all those noises as best as you can for the CK to create a Temp.wav file which'll appear at the root of your sound\voice\YourMod.esp folder. The CK needs that file to be able to process lipping. But one the CK has created it, you can replace it with any other sound file you want - provided you don't change the name. Then back in the CK's dialogue tab, you need to hit "save" at the very bottom under the voiceTypes list, to save that .wav to whatever voiceType you created, then tick the "From wav" box and hit "Generate Lip file" - the CK will automatically create a .lip file from your .wav which'll be added to your folder with the sme ID as you .wav. Just don't forget to generate a SEQ file in TES5edit after that or else your dialogue may never play in game. Link to comment Share on other sites More sharing options...
Lollia Posted May 26, 2019 Author Share Posted May 26, 2019 Thank you for responding, Hoamaii. :happy: I think I was confused by one the many tutorials I read a few months back. I was led to believe that lip files only functioned correctly if the text for the response was perfectly matched with the audio recorded. However, when I look at the audio files that Bethesda made, I find that their audio has many soft words and laughter that is not typed into the response text. Yet the characters still form the mouth movements for the unscripted sounds appropriately. I've been fortunate so far as to avoid having to make an SEQ file. The dialogue I am making is conversations between npcs. I don't know if that would somehow work differently than dialogue directly to the player, but so far all of the dialogue is playing in the game perfectly. I hope my luck continues. :sweat: Link to comment Share on other sites More sharing options...
Hoamaii Posted May 26, 2019 Share Posted May 26, 2019 Great :) Glad it works! If you ever need to create Seq files anyway, that's pretty easy with TES5edit: just load your mod in TES5edit, right click on your mod's name in the left panel, a menu will pop up, go to "Other" and "Create Seq file" - and that's it, Xedit does the job for you!.. Link to comment Share on other sites More sharing options...
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