RageBear1984 Posted December 31, 2019 Share Posted December 31, 2019 I have what is, probably, a rather stupid question. I have a mod I'm working on, that adds new NPCs to the game; they need some dialogue and speech, of course. I want to convert the ESP to an ESM at the end, to hopefully avoid the face/body coloration mismatch that occurs sometimes with this engine. When I create a line of dialogue for one of them, the game has a file path for the sound file set as data/sound/voice/<mod_name.ESP>/ <sound_file.MP3>. So far so good. I made the folders in the game data folder, used a bit of vanilla speech to create a test file, the NPC says the line, lips move, all that jazz, huzzah! Before I go any further though, I have a couple of questions that I am really really hoping someone can answer: First: Will changing the file from an ESP to an ESM, somehow, cause the dialogue to break? I don't see how it would, but...stranger things have happened. Second: The auto-generated file path for the voice audio file is looking for an MP3. I put an OGG file in the data folder to test, it seemed to work. Do I need an MP3 as well, for some reason? Link to comment Share on other sites More sharing options...
madmongo Posted December 31, 2019 Share Posted December 31, 2019 It depends on how you do the conversion. If all you do is use FNVEdit to set the ESM flag and change the file name, then the dialog will be ok, except that you need to rename the folder in data\sound\voice from mod_name.ESP to mod_name.ESM. If you are creating a large mod and you are using the GECK in networked developer mode (which most people do not do) and you are checking in your files into your network repository to create your esm, then do not generate your sound files until after everything has been checked in or the offsets may end up incorrect and your sound files will not have the correct name. I was under the impression that the lip generator needs the files to be in .wav format. There are different lip generators available so this may not be true for all versions. If you have an ogg, you don't need the mp3. Link to comment Share on other sites More sharing options...
Radioactivelad Posted December 31, 2019 Share Posted December 31, 2019 (edited) The Mod's folder in Voice just needs to have the same extension as the mod itself. (Folders don't really have Extensions, but you get the idea.) I've used MP3s and WAVs for dialogue without any issue. I think Sound Objects can be temperamental though. Edited December 31, 2019 by Radioactivelad Link to comment Share on other sites More sharing options...
RageBear1984 Posted January 1, 2020 Author Share Posted January 1, 2020 It depends on how you do the conversion. If all you do is use FNVEdit to set the ESM flag and change the file name, then the dialog will be ok, except that you need to rename the folder in data\sound\voice from mod_name.ESP to mod_name.ESM. If you are creating a large mod and you are using the GECK in networked developer mode (which most people do not do) and you are checking in your files into your network repository to create your esm, then do not generate your sound files until after everything has been checked in or the offsets may end up incorrect and your sound files will not have the correct name. I was under the impression that the lip generator needs the files to be in .wav format. There are different lip generators available so this may not be true for all versions. If you have an ogg, you don't need the mp3. THANK YOU! I was planning on just flagging it as an ESM, and changing the file extension; I was under the impression that the GECK absolutely could not generate an ESM. I've been versioning manually with copies in dated folder before I make further changes o_OAre you telling me I can make an ESM, in the GECK, if I have it setup in networked developer mode?!?! Link to comment Share on other sites More sharing options...
RageBear1984 Posted January 1, 2020 Author Share Posted January 1, 2020 The Mod's folder in Voice just needs to have the same extension as the mod itself. (Folders don't really have Extensions, but you get the idea.) I've used MP3s and WAVs for dialogue without any issue. I think Sound Objects can be temperamental though. THANK YOU! That was what I was wondering about; if I change the file to an ESM, does it automagically decide to change the voice file path from ESP to ESM. If I just have to change the folder name, no biggie. :D Being able to use a WAV file directly would be a big time saver...since I need that format anyway to generate the lip sync files.... Link to comment Share on other sites More sharing options...
madmongo Posted January 1, 2020 Share Posted January 1, 2020 I was planning on just flagging it as an ESM, and changing the file extension; I was under the impression that the GECK absolutely could not generate an ESM. I've been versioning manually with copies in dated folder before I make further changes o_OAre you telling me I can make an ESM, in the GECK, if I have it setup in networked developer mode?!?! Yep. You can make an ESM in the GECK if you have it set up in networked developer mode. Step 1: Create an ESP.Step 2: With your ESP open, click on File -> Version Control, click on Select All, click on Check In, put in a comment if you'd like, then enter the name of your new ESM.Step 3: Copy the ESM from your network share to your Fallout New Vegas directory (the GECK won't automatically do this). This page is mostly correct with setting the GECK up in networked mode:http://geck.bethsoft.com/index.php?title=Version_Control This is wrong on that page:[WhoCanMerge]UserAccountName=1[WhoCanForceCheckout]UserAccountName=1It needs to be:[SudoWhoCanMerge]UserAccountName=1[SudoWhoCanForceCheckout]UserAccountName=1Also, on my system (Windows 7) I need to select Run as Administrator when I start the GECK or I end up with permission errors when I try to check in files. I personally keep a copy of my networked ini files along with a copy of my original non-networked ini files so that I can easily switch between them. If you do this, you'll need to remove ConstructionSetNetwork.ini from your network share when you are in non-networked mode (again, keep a copy of it so that you can put it back when you are in networked mode). Link to comment Share on other sites More sharing options...
IntenseMute Posted January 9, 2020 Share Posted January 9, 2020 Just thought I'd let you know that the body/face mismatch coloration glitch can be fixed with the following script: If GetGameLoaded == 1 Con_SetINISetting "bLoadFaceGenHeadEGTFiles:General" "1" EndIf Link to comment Share on other sites More sharing options...
madmongo Posted January 9, 2020 Share Posted January 9, 2020 Just thought I'd let you know that the body/face mismatch coloration glitch can be fixed with the following script: If GetGameLoaded == 1 Con_SetINISetting "bLoadFaceGenHeadEGTFiles:General" "1" EndIfI have read that there are two bugs that cause the face/body mismatch, and this only fixes one of them. I don't know if that's true or not, but I can confirm that this script and similar ini changes don't work for everyone. If you want your mod to work properly for everyone with no face/body mismatch, always define your NPCs in an esm, never in an esp. Link to comment Share on other sites More sharing options...
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