Jump to content

Player voice files. Which/where are they?


Recommended Posts

Sorry to be late on this. I just spotted it.

 

if you look at the Combat tab for Dialogue Generic, you'll see that most of the lines such as: "like the bite of a flea!" are conditioned as GetIsId, Player = 0.0, so they are never used by the player. My guess is the game engine just pulls one of the others when the player gets hit. In essence there are no player voice lines, only a few lines that can be shared with the other playable races, so if the player is a Nord, the game playes the Nord 'oof!' when they get hit.

 

If you pick apart the few lines of dialogue in there that the player can use, you'll probably trace your way to the right voice files. This is backed up by using Lazy Voice Finder and searching through it, there are no forms specifically referring to 'Player', that I can see.

Link to comment
Share on other sites

Yeah. I agree with the tedious bit. Of course I could be wrong, but that's what it looks like to me. there'd be no need to condition the other lines that way if these weren't the voice files used by the player.

 

Since I posted that I just followed one of the lines through in the Dialogue Generic quest and the available voice types for the lines include all the playable races.

 

Of course, if I'm right and if you do anything to alter any of these lines, you'll alter what a whole bunch of actors say when hit/dying, not just the player.

Link to comment
Share on other sites

  • 1 month later...

Follow up on this.

I did the tedious bit and settled for simply male Nord and female Nord 'Oof'. I will make them Sound Descriptors and when player takes damage I can GetIsSex a script and play them 'Self'.

 

EDIT.

Decided to elaborate on what I am doing to see if I can get more ideas from you guys.

In 1 scenario player is 'ejected' from an interior cell out into the world. I use MoveTo to do this. I want the player when spawned in the world to fall and take damage. Even if I place the XmarkerHeading way above ground level, player will spawn at the X, Y co-ordinates but at about a foot above ground level, so like a small hop down is seen/heard. In order to get around this I use a OnTriggerEnter script around the XmarkerHeading for player to take damage. Even if I set the player to take massive damage, barely alive, player never reacts 'vocally'. Hence my original post.

Edited by antstubell
Link to comment
Share on other sites

Having trouble making a script to detect player's gender. Here is what I have.

 

Actor Property PlayerRef Auto
Sound Property M_ouch Auto
Sound Property F_ouch Auto

Gender = PlayerRef.GetActorBase()

EVENT onTriggerEnter(ObjectReference akActionRef)
if Gender.GetSex() == 0
Debug.Notification("Player is male")

Else
Debug.Notification("Player is female")
Endif
EndEvent

 

 

(7,7): no viable alternative at input '='

Link to comment
Share on other sites

Hi.

 

Just a thought, but the mod 'The Forgotten City" does exactly this. When the player first enters the city and finds something (can't think what), they fall from a balcony and their health is reduced to around 5%.

 

... could be what you need.

Link to comment
Share on other sites

Try this.

 

 

Actor Property PlayerRef Auto
Sound Property M_ouch Auto
Sound Property F_ouch Auto
 
 
EVENT onTriggerEnter(ObjectReference akActionRef)
        ActorBase Gender = PlayerRef.GetActorBase()
   if ( Gender.GetSex() == 0 )
        Debug.Notification("Player is male")
 Else
        Debug.Notification("Player is female")
Endif
EndEvent

 

 

Or

 

 

Actor Property PlayerRef Auto
Sound Property M_ouch Auto
Sound Property F_ouch Auto
 
 
EVENT onTriggerEnter(ObjectReference akActionRef)
   if ( PlayerRef.GetActorBase().GetSex() == 0 )   ;0 = Male,  1 = Female
        Debug.Notification("Player is male")
 Else
        Debug.Notification("Player is female")
Endif
EndEvent

 

 

 

As for the,
"Even if I set the player to take massive damage, barely alive, player never reacts 'vocally'. "
In the same trigger box that you are using add one more function, Sound FX function, that it will play the "reacts vocally" at the Player's location.
This needs some "Wait" function and a little testing to get the timing right to play the sound when the player touches the ground.
I hope it helps.
Edited by maxarturo
Link to comment
Share on other sites

The number (10 - in this occasion) is the number of blood droplets on the screen (PC), experiment yourself with it but i think 10 is a good number.

Game.TriggerScreenBlood(10)

 

Have a happy modding.

Edited by maxarturo
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...