OneBoredBoredKid Posted January 7, 2013 Share Posted January 7, 2013 I've been trying to figure out how to create some custom voicepacks like new raider voices, companion combat tab cries and stuff like that, and I've come to the conclusion that the easiest way to get it done is to clone an existing voicepack and relabel it to avoid overwriting data and make it usable for any and all mods people might want to use them for. Anyhow, try as I might (and believe me, I've looked very hard) I can't access the data on my copy of Vegas in order to clone, and nor can I find anybody who's actually uploaded anything similar. There was a raider voice mod on Fallout 3, which is the closest yet, but it's designed to overwrite and replace, which isn't useful. Anyway, if anyone is able to upload any individual voicepacks (maleadultXX, genericraiderXX etc) which won't replace any existing data files, i'd reallly appreciate that so I can finish the mod I've been working on. It'll be awesome. Trust me. original threadshttp://forums.nexusmods.com/index.php?/topic/875967-adding-a-custom-voice-for-npcs/http://forums.nexusmods.com/index.php?/topic/878079-custom-npccompansion-voicepacks/ (check out the screenshots of the new companions on this one) This is pretty much the final step, the companion NPCs i've made are working perfectly and I have new voice files already set to go.. I just never thought it'd be this hard to actually get the voices into the game. Thanks again, and whoever can help me out on this one has my eternal respect and good karma. Link to comment Share on other sites More sharing options...
viennacalling Posted January 7, 2013 Share Posted January 7, 2013 Can you be more detailed as to what you mean by voicepack? All voiced dialogue is controlled by quests, so if you are trying to add voiced dialogue to companion NPCs you made you should be doing it in the quest that manages them. Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted January 7, 2013 Author Share Posted January 7, 2013 Can you be more detailed as to what you mean by voicepack? All voiced dialogue is controlled by quests, so if you are trying to add voiced dialogue to companion NPCs you made you should be doing it in the quest that manages them. Well specifically.. when you go into NPC creation in the GECK, you can select the voice type; adultmale2, ghoul, raider etc, and this voice type determines what the NPC will say and respond-basic "hello" and "goodbyes" and sounds for when they've been hit and when they detect enemies etcetera. All i want to do, basically is clone one of these voicepacks and give it a new ID (so as not to overwrite anything), and leave in exactly how it is but copy paste new .wav files in there so that new NPCs (these companions i've made) will be able to use them. I have four characters, so I need 4 "voicepacks (i've been calling them voicepacks)" with new IDs where i can drag and drop the new soundfiles and give them to the 4 characters. here's a new onehttp://sphotos-h.ak.fbcdn.net/hphotos-ak-prn1/24455_458719394193023_29580379_n.jpg It's easy enough to do if i had access to the voice files on the main game, but I just can't seem to access them at all.. they're protected on the disk I guess. Link to comment Share on other sites More sharing options...
viennacalling Posted January 7, 2013 Share Posted January 7, 2013 Well specifically.. when you go into NPC creation in the GECK, you can select the voice type; adultmale2, ghoul, raider etc, and this voice type determines what the NPC will say and respond-basic "hello" and "goodbyes" and sounds for when they've been hit and when they detect enemies etcetera. All i want to do, basically is clone one of these voicepacks and give it a new ID (so as not to overwrite anything), and leave in exactly how it is but copy paste new .wav files in there so that new NPCs (these companions i've made) will be able to use them. I have four characters, so I need 4 "voicepacks (i've been calling them voicepacks)" with new IDs where i can drag and drop the new soundfiles and give them to the 4 characters. The voice types connect NPCs or creatures to quests, it's the quests that actually specify the dialogue and accompanying sounds. Take the example of feral ghouls. Feral ghouls have the voice type CreatureFeralGhoul, and the quest GenericFeralGhoul specifies what voiced dialogue to use for any creature or NPC that has voice type CreatureFeralGhoul. It is the combination of the quest name, topic name and ID and the voice type name that determines the actual voice file's path and filename. So from what you've stated above, it sounds you should be making a quest and adding dialogue to it, even if that dialogue is just a creature roaring in-game. It's easy enough to do if i had access to the voice files on the main game, but I just can't seem to access them at all.. they're protected on the disk I guess. The voice files for the main game are in Fallout - Voices1.bsa in the Data folder. They can be extracted with the BSA Browser that comes with the Fallout Mod Manager (FOMM), but I don't really think that's what you want. Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted January 8, 2013 Author Share Posted January 8, 2013 It's the voice type I'm talking about (see attached) I can change an NPCs voice type to any other voice type and it works in combat/pickpocket scenarios; Veronica changes voice type to feral ghoul, Veronica makes ghoul noises in combat, and it makes no difference in her conversation; she still talks with her original voice, because thats how the conversations are scripted. I know what you mean about quests, but it sounds completely unnecessary, and I know what I want to do has already been done in Fallout 3 (that raider mod I mentioned). The scripts are kept intact for the raider, but the soundfiles have been changed and have the original names kept so as not to break anything. That's what I want to do. Clone an existing voice package, change the voicepack ID so it isn't overwriting anything, and then add new dialogue lines for basic combat/picketpocket scenarios. And you're saying that this is in no way at all possible, and that the only way to add new sounds is to physically go through all the hassle of making quests and assigning them to the new NPC characters in order just to have them say something when they're attacked? A couple of other people have said the same thing, so I guess you all know what you're talking about, but the mod in Fallout 3 proves that what I want to do is completely possible (even though it's just one mod, and there's zero documentation anywhere about it) and much easier than making a dozen quests (I wouldn't even know where to begin doing something that complicated). :wallbash: here's the raider mod i'm talking abouthttp://fallout3.nexusmods.com/mods/17840 Link to comment Share on other sites More sharing options...
viennacalling Posted January 8, 2013 Share Posted January 8, 2013 It's the voice type I'm talking about (see attached) I can change an NPCs voice type to any other voice type and it works in combat/pickpocket scenarios; Veronica changes voice type to feral ghoul, Veronica makes ghoul noises in combat, and it makes no difference in her conversation; she still talks with her original voice, because thats how the conversations are scripted. Yes, and all that is because how the quests are structured. Quest VDialogueVeronica contains Veronica's conversational dialogue, and checks that the NPC talking is her (note that it does not check for voice type). That quest contains no combat dialogue, so when you change her voice type to feral ghoul that's why it uses the quest GenericFeralGhoul for the combat dialogue (which it has and the quest does check for voice type feral ghoul). I know what you mean about quests, but it sounds completely unnecessary, and I know what I want to do has already been done in Fallout 3 (that raider mod I mentioned). The scripts are kept intact for the raider, but the soundfiles have been changed and have the original names kept so as not to break anything. That's what I want to do. It is not overwriting anything, but it is overriding the original raider voice files. Even though nothing is overwritten on the hard drive, when the game is loaded into memory the original voice files are ignored and the mod voice files used instead. The file names in that mod show that they are linked to various quests, for example DialogueMSMini, Generic, FFEUniqueA and GenericRaider. Clone an existing voice package, change the voicepack ID so it isn't overwriting anything, and then add new dialogue lines for basic combat/picketpocket scenarios. If you are adding new dialogue, then you have to do it by either adding it to an existing quest or to a new quest. That's how dialogue works. A couple of other people have said the same thing, so I guess you all know what you're talking about, but the mod in Fallout 3 proves that what I want to do is completely possible (even though it's just one mod, and there's zero documentation anywhere about it) and much easier than making a dozen quests (I wouldn't even know where to begin doing something that complicated). The raider mod just shows how to override the voice files of existing dialogue. Turn on the general subtitles in-game and then find raiders. You'll see that the voice dialogue doesn't match the subtitles. New dialogue was not created, existing dialogue was just modified. And you're saying that this is in no way at all possible, and that the only way to add new sounds is to physically go through all the hassle of making quests and assigning them to the new NPC characters in order just to have them say something when they're attacked? Pretty much. Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted January 8, 2013 Author Share Posted January 8, 2013 Pretty much. Oh Crap. I don't suppose you'd be able to make these combat speech "quests" for the mod would you? I've read the tutorials but I can't get my head around half of it. If you know how to do it (and if it won't take hours to do) I could upload the .wav files and you could create the voice type/ voice pack that way by assigning them to some random unallocated NPCs, then I could take that and give it to the 3 mod companions (i don't care about voiced dialogue in the conversation, subtitles or lip syncing, this is just for basic chatter in combat/pickpocket etc) in the same way that Veronica's assigned the feral ghoul voice. That should cover all I wanted to do. I've already cut and labeled the wav clips, it just seems a shame to waste them... and it'd be so cool to give them voices... what do you think? :ohdear: Link to comment Share on other sites More sharing options...
Recommended Posts