Guest deleted10552447 Posted February 11, 2021 Share Posted February 11, 2021 Specifically, I'm setting up an NPC to use some dialogue from a vanilla NPC. I made the conversation topic, it works in-game, I set him to the speaker, and it shows a voice file. I made the mistake of using Record to do a test voice to make sure it played in-game, and now I can't change it at all. I copied the voice file name, extracted the vanilla audio and renamed it to it, put it in the folder, and GECK still only plays that original voice file I recorded. I searched my entire game and mod directories and the file it's playing no longer exists, but no matter what I do, it refuses to play the new audio files I copied over for the NPC to use and the voice preview is only the testing line I recorded myself, not the actual audio file I've renamed as the voice file to use. Anyone ever experience this before? Is there any way around it? I'm using GECK Extender 0.35. Link to comment Share on other sites More sharing options...
dubiousintent Posted February 11, 2021 Share Posted February 11, 2021 Might be "cached" and still using the cached copy because the file name is the same. Have you tried rebooting and then toggling "ArchiveInvalidation"? -Dubious- Link to comment Share on other sites More sharing options...
Guest deleted10552447 Posted February 11, 2021 Share Posted February 11, 2021 I guess it did cache, but luckily it worked in-game. GECK's preview was still my recording, but the actual dialogue in-game was right and the lipsync worked too. Inconvenient, but at least I know how to work around. I'll try toggling AI to see if they ever changes it too. Is there any way to manually clear the GECK's cache? Link to comment Share on other sites More sharing options...
ashtonlp101 Posted February 11, 2021 Share Posted February 11, 2021 Yeah, the GECK saves all in-GECK recordings and overlaps them when previewing audio. Kind of a dumb feature imo. Link to comment Share on other sites More sharing options...
Guest deleted10552447 Posted February 12, 2021 Share Posted February 12, 2021 Damn. Yeah, very annoying, but as long as it works in-game I guess. Link to comment Share on other sites More sharing options...
madmongo Posted February 12, 2021 Share Posted February 12, 2021 It's not just voice files. The GECK also caches textures, which can also be really annoying if you are changing out textures while developing something. It will also cache outfits on NPCs once it displays the NPC in the render window. If you double-click on the NPC to bring up the reference form on it, the correct clothing will be displayed, but only as long as the reference form is up. Close the reference form and the NPC will go back to displaying the incorrect clothing. Changing the NPC's hair will update correctly though. Go figure. Under some circumstances it will also cache nifs. The voice caching has nothing to do with the GECK extender. It's just part of the vanilla GECK. Archive invalidation is also not related. Once the GECK has cached a voice file, the only way I know to get the correct new voice to play in the GECK is to save your mod and restart the GECK. And yes it is very annoying. I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted February 12, 2021 Share Posted February 12, 2021 (edited) Yes I've noticed if I update a texture while the GECK is open I have to restart the GECK for said texture to appear. Edited February 12, 2021 by ashtonlp101 Link to comment Share on other sites More sharing options...
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