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Narrating and entire mod. Best approach?


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My idea is that my whole mod/story will be barrated by simply a voice. At the appropriate times, in order to progress and in specific locations, the narrator will inform the player and add a little more context to what is happening. There will be choices avaialable sometimes so a quest is the way to go I guess. The voice will be a guide basically. How do I implement an invisible actor - the narrator - at varying locations?

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In the Namira quest, in Markarth, we hear the voice of Namira. Bethesda made a room nearby with an actor "Namira". The voice audio is send to the main Stereo Out instead of directional outs. BUT, we can "see" this actor in-game with detection spells, so the room need to be placed far under the terrain.

 

Best regards

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One room for an entire world? What about when the player goes into an interior cell of which there will be many?

I was looking at and this seems the only way to approach this, please other ideas are welcome, is that the entire narration will be done by Sound Files which will be triggered when the player enters an area or activates an object, etc. The downside of this is that choices will be presented in Menu form as opposed to dialogue, even though it is a narration I want times when the player will question what is happening and the narrator responds.

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