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Adding voiced NPC lines to a mod


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Posted

Naturally I'm here because I'm making a mess of things.  I've pulled together the comment lines from the ABBA mod using the FemaleYoungEager voice and xVASynth. The idea was my Female Young, Eager Follower Yumi would be able to speak the lines from ABBA, and I would be a happy player.

 

Now, if I use Fuz Ro Bork, I'd probably just get her saying anything going. So I've held that aside for now.

 

So I thought I'd make a wee mod in MO2 as a sound add-on with all the generated WAVs in it.  Simple structure: Sound\Voice\ABBA.esp\femaleyoungeager\ABBA dialogue voice files as wavs.

 

All well and good. But I must have missed something. How to get the ABBA lines to be spoken by Yumi (who uses the female young eager voice) in the game itself. Hmph.

 

Might a kindly soul (once they finished laughing at my efforts) please offer me some pointers on how to connect the ABBA voice files to the ABBA mod so they play?

 

Thank you!

Posted

I'm not familiar with Fuz Ro Bork so its possible I'm not understanding what you're trying to do. However, my understanding is that voice files are not wavs but rather fuz files and that they contain lipsync information.

Posted
36 minutes ago, Bluegunk said:

Naturally I'm here because I'm making a mess of things.  I've pulled together the comment lines from the ABBA mod using the FemaleYoungEager voice and xVASynth. The idea was my Female Young, Eager Follower Yumi would be able to speak the lines from ABBA, and I would be a happy player.

 

Now, if I use Fuz Ro Bork, I'd probably just get her saying anything going. So I've held that aside for now.

 

So I thought I'd make a wee mod in MO2 as a sound add-on with all the generated WAVs in it.  Simple structure: Sound\Voice\ABBA.esp\femaleyoungeager\ABBA dialogue voice files as wavs.

 

All well and good. But I must have missed something. How to get the ABBA lines to be spoken by Yumi (who uses the female young eager voice) in the game itself. Hmph.

 

Might a kindly soul (once they finished laughing at my efforts) please offer me some pointers on how to connect the ABBA voice files to the ABBA mod so they play?

 

Thank you!

 

So this ABBA mod contains NPC lines but they are silent, and you've created voice files for those in XVASynth?  (Wav files should work but it's better to use FUZ files; smaller & lip movement. Tip: Get the Fuz plugin for XVASynth, one installed it makes it real easy... .)

 

You seem to have the right folder but the files have to have the right names as well; 

You can find those in the CK when you open the voice line; they are basically:
First 10 chars of quest name, a _, first 15 chars of topic name, a _, the form id (without load order), a _ and then the line number.
So first line of MyQuestName, MyQuestTopicNumberOne, Form: xx123456 thus becomes:
MyQuestNam_MyQuestTopicNum_00123456_1.wav

(I find them easiest to just copy from CK. If you have the window for recording the line open it will have the correct file name in it, just add the .wav or .fuz to that...

If there is a large number of lines you may want to export the dialog; that will also have the file names it it (along with a lot of other stuff that can be ignored...))

 

Posted (edited)
39 minutes ago, MTB said:

 

So this ABBA mod contains NPC lines but they are silent, and you've created voice files for those in XVASynth?  (Wav files should work but it's better to use FUZ files; smaller & lip movement. Tip: Get the Fuz plugin for XVASynth, one installed it makes it real easy... .)

 

You seem to have the right folder but the files have to have the right names as well; 

You can find those in the CK when you open the voice line; they are basically:
First 10 chars of quest name, a _, first 15 chars of topic name, a _, the form id (without load order), a _ and then the line number.
So first line of MyQuestName, MyQuestTopicNumberOne, Form: xx123456 thus becomes:
MyQuestNam_MyQuestTopicNum_00123456_1.wav

(I find them easiest to just copy from CK. If you have the window for recording the line open it will have the correct file name in it, just add the .wav or .fuz to that...

If there is a large number of lines you may want to export the dialog; that will also have the file names it it (along with a lot of other stuff that can be ignored...))

 

 

Ah - I see. Thanks!  Of course, no wonder I'm not getting anywhere. It's obvious once tipped over my head!  :)

I can sort that easily enough. Many thanks for your pointer! That ought to solve this for me.

And I've got a full FUZ set anyway I can use.

 

Edited by Bluegunk

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