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How do I give custom voiced npc new additional dialogue?


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Are you making an entirely new NPC or are you trying to edit an NPC provided by another mod?

 

To me, it sounds like you are editing an existing NPC added by another mod.

 

Either way, I may be able to help, but I'd like to know what I'm dealing with, first.

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Hi Cumbrianlad, yeah I’m wanting to give Kaidan 2 some extra dialogue. It’s for personal use, mostly adding more random dialogue, answers to questions, weather and combat dialogue using words from the original voice. I don’t want to change anything, just add to it. If it turns out great and I was allowed, perhaps it could be released, but only if the original creator would allow this. As he’s a custom voiced character I’m not sure of the rules on this. But either way I want to practice making voiced dialogue with my favourite follower, he has quite a few rarely used dialogues that would fit in great.

Thanks for your help x

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OK. To answer some other bits first, the rules for using someone's assets in a published mod are pretty much the same. Look at the mod page for permissions and credits. There, the author should set out what assets are their own, whether you can use them with permission, without permission and if you need to credit them. If they've used other assets (including voice files), they should tell you if you can use them here, also. If in any doubt, contact the mod author.

 

As for the dialogue, you've already got the dialogue quests for Kaidan 2, so most, if not all of the framework for what you want should already exist. If it doesn't, make a new dialogue quest. There are some good tutorials out there for adding voiced NPCs. I've just done something similar for a fully voiced custom NPC of my own. In 'Hellos' I added lines about the weather and then just added conditions to the lines so that they were only spoken when the weather was in a certain state. These conditions are added in the 'Topic Info' form. Just play around with them. Click to add a new condition and read through the list of conditions available.*

 

In this same form, you can also add 'hours before reset' to limit how often they'll say something. Additionally you can add conditions like 'GetIsRandomPercent' < (number between 0 and 100), to further reduce the frequency that they say the line.

 

As for the lines themselves, If you haven't got it already, I'd advise you to get the mod 'Lazy Voice Finder'. With that you can get it to load every line from the mod (I'm not sure if you need to unpack BSA files, if there are any) and list all the lines in alphabetical order. You can play the lines to listen to them, which is cool. Once you have the lines you need, you can export the wav or fuz files to another directory ready to go into your mod. If you're confident with something like 'Audacity' you can splice bits of more than one dialogue line together to make another, but you'll have to be very careful that the joined lines sound right. You'll need the .wav files for this. Use 'Unfuzer' to get them if you only have .fuz files. I've done this in my 'Shades Of The Rift' mod with Maramal. I've also done it with Delphine and Esbern and Calcelmo in private mods. there, I either hijacked the full line or cut them short to match what I wanted. That's much easier than splicing them together which can sound hideous, if you're not careful.

 

After you've got the lines.and typed them into CK, you need to make .lip files, if you've spliced lines together or cut them down. If you've just lifted whole lines and have the .fuz files, ignore this step. CK64 won't generate .fuz files (it's broken, in this respect) but if you download and instal 'Creation kit Fixes' for SSE, that allows CK64 to make .lip files (among a whole raft of equally useful fixes). Do that and use 'UnFuzer' to take your wav and lip files and convert them to .fuz. Despite the name, it doesn't just split .fuz files into .wav and .lip, it also combines these to make .fuz files.

 

Once you have all your .fuz files, move them into the directory indicated in the CK and rename your .fuz files to exactly match the 'Voice Filename' name on the 'Edit Response' Tab in CK.

 

Job done (at last)!

 

* she also swears mildly at times, when hit by an enemy, tells you she has 'Aquired' (stolen) things you may be interested in, occasionally comments on how beautiful the scenery is and has around a dozen hellos and goodbyes, all flagged as random and some with conditions as described above, to make them less frequent, etc.

 

P.S. That's probably enough to get you started, but note also that the game uses trigger boxes to prompt NPC followers to use certain comments from their repertoire when entering caves, bandit forts etc. You may also make use of this system.

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Awesome stuff! Thank you, Cumbrianlad for your help once again! I've dabbled with voice stuff so I sort of knew my way around it, but this has helped me so much more. Yeah, there's a few more swear words I'd like to hear Kaidan come out with, gives me a good chuckle when I hear them lol! I will make good use of your advise, and if it turns out that I made a good additional bit of dialogue, I will contact the creator and ask if I can share. If not, then I will at least have some extra knowledge on voicing characters.

Thank you x

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