CaptMitch Posted November 8, 2012 Author Share Posted November 8, 2012 (edited) Sounds good to me, I can cut straight to completing the basics for the remaining space/s, I imagine you would like to keep the caravan/s on the main routes so land shaping and roads can be the priority. All of the fine details can follow, I can go through and label IDs with the convention we come up with, and just tidy things up in general. I am on board with having professional results with this project, so no need to worry about me doing anything half-assed. I have uploaded a dozen more screenshots that highlight the eastern town still in the works to steam. They are too big to upload here on Nexus, so until I get around to resizing them you'll have to go there. How should I pack it up? .esp and SCOL folder? I can send it FTP if you send me info. * It just occured to me that I'm using NMC's textures, I may end up having to replace my texture folder with the vanilla assets. Otherwise we should seek his permission before we get too far. Yes we will need permission from any mod creator if we use there assets. If you cannot get the go ahead yes switch to vanilla. Just put it into a zip file. Dont worry about changing the ID's there not going to matter. I just need a copy so i can start adding the NPC's to it so I can start scripting them. As i said it will not affect the ;landscape in any way so you can continue as needed. I just need a base worlspace that the geck can recognize so all the ID's will match for the NPC's. And i can set your esp as a master I will go check out the pics soon. Edited November 8, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
CaptMitch Posted November 9, 2012 Author Share Posted November 9, 2012 (edited) Im working on some dialog right now. I want to make this as lifelike as possible. I don't like mods with all the fade to black or poof there it is type of things. Check this out lol http://www.youtube.com/watch?v=i4lVWeM8-0o&feature=plcp Edited November 9, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
JustinDK Posted November 9, 2012 Share Posted November 9, 2012 Going to send you the.esp and any custom SCOLs here after dinner. Looks like it's only 2.5 megs, is it even necessary to compress? Take screenshots and notes if you have any pointers and send em my way, my email is on my profile. Talk to you in a bit. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 9, 2012 Author Share Posted November 9, 2012 Going to send you the.esp and any custom SCOLs here after dinner. Looks like it's only 2.5 megs, is it even necessary to compress? Take screenshots and notes if you have any pointers and send em my way, my email is on my profile. Talk to you in a bit. What did you think of the video lol. As far as landscape go im lost lol.... I know what i would like to see in the town I put it in the list on page one. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 9, 2012 Author Share Posted November 9, 2012 Going to send you the.esp and any custom SCOLs here after dinner. Looks like it's only 2.5 megs, is it even necessary to compress? Take screenshots and notes if you have any pointers and send em my way, my email is on my profile. Talk to you in a bit. No but it would put all the files into one Link to comment Share on other sites More sharing options...
Mishaxhi Posted November 9, 2012 Share Posted November 9, 2012 That dialog video was actually pretty damn impressive. Scripted conversations just confuse me. I'll offer myself up for voice acting. I can't do it from within the GECK though, if I'm understanding what you're saying there. I use audacity, export wav and ogg, use the wav to make the lip file and then just keep the ogg which plays in game. My demos on my sig. It's a little outdated though. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 9, 2012 Author Share Posted November 9, 2012 (edited) That dialog video was actually pretty damn impressive. Scripted conversations just confuse me. I'll offer myself up for voice acting. I can't do it from within the GECK though, if I'm understanding what you're saying there. I use audacity, export wav and ogg, use the wav to make the lip file and then just keep the ogg which plays in game. My demos on my sig. It's a little outdated though.This is actually NOT a scripted conversation, It is a random conversation based off the NPC's inventorys so there are mutiple responces to the dialog ;). Its the first test run on the first conversation... some sound files are off on the animations which i will fix. Also im going to get rid of the names and i want to add a lot more voice types to make the conversation more universal. I have heard your samples before and i like them.....Why cant you do it from the Geck? If it was pre-recorded in the Geck first then it would automatically assign the file name and do the lip file all in one. My mic sucks and im not a good voice actor. We are getting the website for the project set up.....link in signature. Edited November 9, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
CaptMitch Posted November 9, 2012 Author Share Posted November 9, 2012 (edited) Here is a quick preview of the town were adding. http://www.youtube.com/watch?v=potTMzoQjWo&feature=plcp Edited November 12, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
Mishaxhi Posted November 9, 2012 Share Posted November 9, 2012 Recording it in the GECK reduces audio quality and makes life harder in general. Link to comment Share on other sites More sharing options...
CaptMitch Posted November 10, 2012 Author Share Posted November 10, 2012 Recording it in the GECK reduces audio quality and makes life harder in general. The recording should be the same it has to be 16bit 44100 for this sound files to play correctly., I dont see why the quality would be different? Link to comment Share on other sites More sharing options...
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