LeianneH Posted September 17, 2019 Share Posted September 17, 2019 So, you've made an NPC. You did the voice and have the .wav and .lip file.You've created your Quest and built the SEQ file - gone into the game and your NPC DOESN'T OFFER A DIALOGUE OPTION!Guess what? You've done everything correctly. But … when you go INTO the game to test your NPC, you need to SAVE your game then LOAD YOUR SAVED GAME.NOW … approach your NPC and guess what? He/She will now offer the dialogue option. Hope this helps.Best regards,LeianneG Link to comment Share on other sites More sharing options...
cumbrianlad Posted September 24, 2019 Share Posted September 24, 2019 Interesting. I'll remember that... (maybe, my memory's bad, but I'll try!). Thanks. Just a point about the .wav and .lip file: you'd be better off using a tool like UnFuzer and converting the .wav to .xwm and then combining this with the .lip file into a .fuz file. The game will read the others but they use up to 10 times the storage space for the voice files. Link to comment Share on other sites More sharing options...
LeianneH Posted September 24, 2019 Author Share Posted September 24, 2019 Yes, absolutely .fuz files are the best for packaging with your finalized mod! I did notice a lot of people giving up on doing new dialogue, because when they went into the game - they couldn't see any results.Hopefully, this little tidbit will solve that for them :smile: Link to comment Share on other sites More sharing options...
Omegacron Posted September 27, 2019 Share Posted September 27, 2019 Nice post - thanks! I don't know if I'll ever do voicework (heavy Texas accent isn't very immersive), but I would like to have voices in my mod someday. Either way, it's still great info to have. Link to comment Share on other sites More sharing options...
Gorgopis Posted October 1, 2019 Share Posted October 1, 2019 (edited) I too have made a test-npc mod, but am getting some dialogue, but not all. Also, as a follower, the npc will not trade items yet. As a newbie, I find the tutorials about this issue out of date. 1) I duplicated an existing npc, with existing AI packages, hoping to use the existing voice type, and hoping CK would load the dialogue and behaviors. Also expecting I would likely not be entirely successful; and expectations became true. 2) I did not think I needed to set up a quest first. Should I have done so, to have the npc speak and act? 3) Neither TES5Edit, nor CK through modifying STEAM CK launch options will generate an SEQ file for this .esp. 4) I do not fear unpacking BSA files, but with so many great minds out there, I hoped for a more efficient method. 5). I will try the game-load, save method mentioned above in this thread, but I expect, without an associated quest, I will not get the result hoped-for. Thanks for directions or links here. Edited October 1, 2019 by Gorgopis Link to comment Share on other sites More sharing options...
Yosiei Posted February 5, 2021 Share Posted February 5, 2021 Can this seq can also generate "prompt" if i'm not mistaken dialogue? Link to comment Share on other sites More sharing options...
Adventurer1111 Posted February 6, 2021 Share Posted February 6, 2021 Adding an SEQ file ------------------ If you do not have it already, create a Data/SEQ/ folder Open SSEEdit 4.0.3 (process will not work in Creation Kit for SSE) > Open mod you need SEQ for by double clicking > Right Click on mod > Other > Create SEQ file The file will be created in your Data/SEQ folder You will need to include the SEQ file when you publish your mod. Link to comment Share on other sites More sharing options...
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