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How do I add in a voice file in a dialogue option?


zetabyte27

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Total newbie to CK. Just started using it a few hours ago for the sole purpose of adding something in a mod. The mod in question add additional voice modules to the Automatron DLC.

 

All I'm trying to do is add one more. I have (through much pain and suffering) gotten to the point where the option for the voice module shows up in the Robot Workbench and I have even procured the required .fuz files and literally renamed them manually according to what the mod is using.

 

All that is left is adding their path in the dialogue option. The dialogue option's audio box is set up in a way that it links to multiple voice files, depending on what voice module you have. The name gotten through a condition determines which voice file plays. This is where I'm stuck. How do I add just one more option there. CTRL+N or something doesn't work. The record option completely overwrites all the other files and I have to literally do everything again. Like, literally everything. From a fresh .esp file. Because Creation Kit for some reason saves its f*** ups even if you tell it not to.

 

I've attached a screenshot of the box where I need to add a new option. Please help, this is clawing at my brain.

 

Edit: Figured it out. Simply needed to add existing in-game voice file of entity to form lists the conditions ran on. I've now path-ed correctly. Only problem is...it doesn't play them. Just silence. Last hurdle. Someone knowledgeable pls jump in at any time.

Edited by zetabyte27
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I have work on a lot of voice files, but I needed never to put them in a form list.

 

Seems strange to me, but I can't say that I know everything.

 

Imo, you may have choose a wrong format/setting for your soundfile and/or set up a wrong path.

 

Usually, "everything" you need to do is:

 

-make a audio file (ok that one was obvious :)

-control if the file uses a format with what the ck can work

-make a directory for the files in the "sound" directory (usually it should look like this: "sound/voice/nameofyourmod.esp/nameofyournpc")

-make a sentence in the ck with the 64bit ck

-implement the .wav/.fuz files with the 32bit ck

 

and then everything should work.

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First, let me just thank you for replying.

 

Second, what was that about implementing? Maybe that's what I'm missing.

 

As for the form list business. The way the mod works is, as far as I could tell in my copy-paste spree, that it sets up an enchantment for the voice effect, some form thing, a dummy NPC and so forth. But there are also two extra form lists among the form lists being used by Automatron. These form lists contained the "VTYP"s of the robots whose voices were being used. Once I added "RobotGraygardenWorker" (the entity whose voice module I want) in these two lists it appeared among the other voices in the screenshot above, pathing and all.

 

But when I double click the other voices they play fine. Mine is silent. The .fuz files placed in the directory for RobotGraygardenWorker were extracted from Fallout4.esm and I manually renamed them all to the format being followed by the mod. This is where I'm stumped.

 

If you'd like to go above and beyond the call of duty (please do I only have a limited amount of hair to pull out) and look at the mod as well as the changes I've made yourself, please email me at [email protected] and I'll send over the files.

 

Again, thank you for helping.

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Well I think, this video will help you more as I could do (because my english is not the best - I can very good understand it, but writing on the other hand...).

 

 

This video shows the whole process of adding a audio file, but also the minor step with the 32bit ck. Still for me it sounds if you have save your files somehow wrong. But that will you tell then the 32bit ck. The 32bit ck shows only her "y" if your files were saved in the correct format. Otherwise she only creates a lip file, without actual using the audio file.

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This was helpful yes but, the thing is, I have .fuz files (which are a mix of audio and lip files) extracted straight from the game. Surely they should play. Heck, the mod's audio files don't even show "Y" for the lip file field.

 

Edit: By that what I mean is there is no xwm or wav file there. Just .fuz. But they all play except the ones I added.

Edited by zetabyte27
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Then something is wrong with your files. Try to make .wav files from them. I believe 16bit mono (or stereo?) .wavs are for Fallout 4.

 

Then at least you would know if you have a file format problem or not. You can later make fuz files from them again, I guess - if they work as wavs.

 

As long, as the ck shows not 2 "y" like in the video, you have a problem and in the most cases it is a file-format problem.

Edited by taryl80
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That is a miracle to me. I had also sometimes run into soundfile problems, but when the ck said no to me, I had also really a problem. On the other hand, I had never worked with .fuz files. There can help hopefully someone other :smile:.

Edited by taryl80
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I finally did it... Oh God yes. And thank you taryl for all your help :D .

 

For any future madman like me wanting to add the Graygarden Robots' beeping somewhere, Bethesda - in their ever-present and ever-frustrating ingenuity - put the real sound files in the Mr. Handy folder under "IdleBeep". The files in the actual folder for "RobotGraygardenWorker" are a farce.

 

And now I can die in peace.

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