Magic881 Posted February 2, 2009 Share Posted February 2, 2009 Hi, I wanted to make some own dialogues, but there must be something I'm doin' wrong. Just take a Greeting of a barkeeper as example.Because I didn't want any other voicetypes at this character, I created a own voicetype for him. Gender Male, default dialogues Box unchecked. Then I did everything like in the tutorials. New Quest, Questname and ID, GetIsID CHARAKTER on Subject ==1, Add Topic, Topic Name GREETING, a simply "Hello" as example for the response and another with a "bye" with the checked Goodbye box. Now, when I'm speaking with him ingame, a empty box appears for a second and disappear without any intervention from the player. All over this time, he doesn't say a single word from the created dialogue. But if I give him another voicetype, like MaleAdult01Default, the created dialogue appears there. So I think I'm doin' something wrong with the voicetype. But the MaleAdult01Default version would be problematic, because I want to use own soundfiles for the voice and different voices in the dialogue would be kinda strange^^ I hope you can help me with this damned problem! So long,Magic Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 2, 2009 Share Posted February 2, 2009 I don't really think the voicetype has much effect on custom voice files. I think it just chooses which voice to use for generic dialog. I would ignore it and experiment (try the record option and make some test dialog) Link to comment Share on other sites More sharing options...
Magic881 Posted February 2, 2009 Author Share Posted February 2, 2009 I already tested it. And I also put the right soundfile into the linked sound folder. The only problem is that nothing appears when you want to talk with 'em. I tried nearly everything, check boxes here, uncheck 'em there and such... But I really don't know where the problem is. Just like I said, if I use an existing voicetype, the dialogue options appear at least. But then I would have two different sounding voices. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 2, 2009 Share Posted February 2, 2009 When you set the voice type does it play the sound file? Maybe it has something to do with file structure (like the voice files for that voice type need to be located in the corresponding folder) I need to learn this too because my mod has a totally insane amount of dialog :P Link to comment Share on other sites More sharing options...
Magic881 Posted February 2, 2009 Author Share Posted February 2, 2009 Ok, now I tested it with the specific sound file I wanted to use.With my own Barkeeper voicetype absolutly nothing happens, just like usually. But If I use the one of the existing voicetypes, the dialogue option appears and it plays even the right sound. Unfortunately, I have two different sounding voices there, just like I thought :-/ At that is more than just strange^^ Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 2, 2009 Share Posted February 2, 2009 Strange :confused: Maybe there is a setting in your custom voice type that needs adjusting. Link to comment Share on other sites More sharing options...
Magic881 Posted February 2, 2009 Author Share Posted February 2, 2009 Hmm, all I can do with the Voicetype is the ID, the Gender and the "Allow default dialogue"-box, or am I wrong? Don't know what I could fix there. I tried to check and uncheck the Default dialogue box, but it doesn't change something. What else could be fixed there? Did I overlooked something which have to do with the voicetypes? Anykind of script or whatever? Because I just made a new voicetype in "Actor Data -> Voice Type". I become insane xD Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 2, 2009 Share Posted February 2, 2009 Hmmm :confused: I will have to check it out once I get home (At school) What is overlaping exactly? Even when I make custom dialog the default greeting is still there, so maybe it is playing both. Link to comment Share on other sites More sharing options...
Magic881 Posted February 2, 2009 Author Share Posted February 2, 2009 Ok, step by step what I did: Actor Data -> Voice Type -> Rightclick, new, ID MHKeeperVOICE, Gender Male, "Allow default dialogue" unchecked. New Charakter, ID MHKeeper, Name EXAMPLE. Voice Type "MHKeeperVOICE, Factions "MHMagicFACTION". No Scripts. No AI Package. Actor Data -> Quest -> New -> Questname MHBarkeeper, ID MHBarkeeper1, Start Game enabled checked, all other boxes unchecked. Priority 25. Topic -> AddTopic ->New-> MHKeeperHello -> Topic Text "GREETING", Response Text "Hello", GetIsID MHKeeper==1. Topic -> AddTopic -> New->MHKeeperGoods -> Topic Text "What do you have?", Response Text "Only the finest!", GetIsID MHKeeper==1, GetOffersServicesNow==1, Result Script ShowBarterMenu Topic -> AddTopic -> New-> MHKeepergoodbye -> Topic Text "I have to go now!", Response Text "Farewell!", GetIsID MHKeeper==1, Goodbye box is checked Conversation -> AddTopic->New->MHKeepergoodbye->Topic Text "GOODBYE" ->Response Text "Farewell!", GetIsID MHKeeper==1, Goodbye box is checked Okay, and now absolutly nothing happens if I go ingame and talk to him. Just a empty box without any speaking options. And this box disappears after 2 or 3 seconds itself. And no default Hello or Bye. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 2, 2009 Share Posted February 2, 2009 Try setting the quest priority to 60 and is the character voice type and the voice type in your dialog the same (when you type in the dialog in that window I think there is a voice type setting in there) If thats not it than I will have to mess around with it when I get home later. Link to comment Share on other sites More sharing options...
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