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Posted

I know we have a lot of AI haters, but I think it's the only way to deal with the lack of dialogue continuity within vanilla Starfield.

 

Take this for example. I beat the Vanguard questline, so Admiral Logan definitely knows me. But if I do the Sarah quest afterwards, he's all "Who is this?" Like he wasn't in the council room as I did the final act of the Vanguard quest... literally 5 minutes in-game time ago. Yeah, Logan, totally forget the fact that I solved the Terrormorph problem. Sorry you have such an amnesia problem. That's just ONE of many examples where Bethesda didn't bother to work out dialogue continuity in their own game. It's not like Bethesda will take feedback and say, "Actually, that's a good point. We should add that necessary layer of dialogue to fix internal continuity and re-hire the same voice actors to fix that..." 

 

Nope. Only AI voices will fix that because we all know that Bethesda isn't going to fix anything, even some of the more critical problems.

 

So yeah, I'll be pretty happy if some modder feels the same way I do about the vanilla dialogue inconsistency and says, "Yeah, I can fix that." You won't see any complaints from me.

Posted

Whether with AI or real voices the other problem is lack of lip sync. Currently there is no known way for mod authors to add lip sync data to the voice files, so any new npc lines will be like they were telepathic. 

Posted
17 hours ago, TheRightDoorIsNotTheLeft said:

I know we have a lot of AI haters, but I think it's the only way to deal with the lack of dialogue continuity within vanilla Starfield.

 

Take this for example. I beat the Vanguard questline, so Admiral Logan definitely knows me. But if I do the Sarah quest afterwards, he's all "Who is this?" Like he wasn't in the council room as I did the final act of the Vanguard quest... literally 5 minutes in-game time ago. Yeah, Logan, totally forget the fact that I solved the Terrormorph problem. Sorry you have such an amnesia problem. That's just ONE of many examples where Bethesda didn't bother to work out dialogue continuity in their own game. It's not like Bethesda will take feedback and say, "Actually, that's a good point. We should add that necessary layer of dialogue to fix internal continuity and re-hire the same voice actors to fix that..." 

 

Nope. Only AI voices will fix that because we all know that Bethesda isn't going to fix anything, even some of the more critical problems.

 

So yeah, I'll be pretty happy if some modder feels the same way I do about the vanilla dialogue inconsistency and says, "Yeah, I can fix that." You won't see any complaints from me.

 

 

It is possible that in your case the problem is that you have gone from one scene to another, with very little play time between scenes and most likely without a save game in between, with a record of what you have already done in the last mission and corresponding changes. from the dialogues of subsequent missions that may intersect with the mission you just did, followed by the later loading of that same save game. But I could also be wrong, as I think I've already seen such an inconsistency in one of the missions I've already done that crossed paths with another.

 

Many people don't realize, but what is really stretched to the maximum in Sarfield is the script engine! I have an i7-12700K and I notice that it is sometimes slow to react, something that already happened in Skyrim! Sometimes you need to give the script engine time to record everything we've already done before saving the game. For example, if you go to one of the random missions machines and quickly choose to do all the available missions, it is possible that one of them will not be properly registered in your game and will later be a mission with a bug.

 

It seems to me that many of the initial bugs in Starfield missions are due to incorrect recording of the steps of missions already completed.

Posted
17 hours ago, Reigor said:

Whether with AI or real voices the other problem is lack of lip sync. Currently there is no known way for mod authors to add lip sync data to the voice files, so any new npc lines will be like they were telepathic. 

 

Weird! I've seen other people complain about the same thing, but I don't have this problem. Is it only in Starfield that you have this problem?

 

Posted
17 minutes ago, brown66 said:

 

Weird! I've seen other people complain about the same thing, but I don't have this problem. Is it only in Starfield that you have this problem?

 

 

 

Maybe I found where the problem is!

 

I have my monitor (an LG 40C3 TV) running at 60Hz, but I changed its operation to the native 120Hz, with V-Sync active (I always use V-Sync active). That's when I noticed that in the longer dialogues (in my case it was with Saoirse Bowden, right at the beginning of the Crimson Fleet questline), the audio is slightly delayed at the beginning of the dialogue in relation to the movement of the lips, it becomes synchronized in the middle of that dialogue and then it gets advanced at the end of the dialogue. It's as if the total time of the dialogue was less than the total time of the animation. However, if I set the monitor to 60FPS with V-Sycn active, this sync issue no longer exists.

 

If your monitor supports operating mode restricted to 60Hz, test to see if it solves the problem of the lack of audio synchronization with the lip animation.

Posted (edited)
3 hours ago, brown66 said:

 

 

It is possible that in your case the problem is that you have gone from one scene to another, with very little play time between scenes and most likely without a save game in between, with a record of what you have already done in the last mission and corresponding changes. from the dialogues of subsequent missions that may intersect with the mission you just did, followed by the later loading of that same save game. But I could also be wrong, as I think I've already seen such an inconsistency in one of the missions I've already done that crossed paths with another.

 

Many people don't realize, but what is really stretched to the maximum in Starfield is the script engine! I have an i7-12700K and I notice that it is sometimes slow to react, something that already happened in Skyrim! Sometimes you need to give the script engine time to record everything we've already done before saving the game. For example, if you go to one of the random missions machines and quickly choose to do all the available missions, it is possible that one of them will not be properly registered in your game and will later be a mission with a bug.

 

It seems to me that many of the initial bugs in Starfield missions are due to incorrect recording of the steps of missions already completed.

I get what you're saying, but I have doubts. And I'm definitely not running a potato, so I doubt it's technology. I've experienced a lack of continuity across multiple games and multiple permutations of choice and sequence over months. I'm blaming a lack of recorded dialogue and shallow script writing.

 

PS -- here are some more concrete examples that I think counter your theory.

 

  • You beat Donovan Rhys's record at the Red Mile, and you then do the Ranger quest. Mei acts as if she never met you. That has nothing to do with scripting. That is EVERYTHING to do with dialogue planning. 
  • You have the Serpent trait. If you have a relationship with Andreja, there is a bracketed dialogue option indicating you follow the Serpent. After that, all her relationship dialogues indicate complete amnesia. Sure, you're not Va'ruun, but you follow the Serpent, so that has to count for something. Nope. Not according to the script dialogues.
Edited by TheRightDoorIsNotTheLeft
Posted (edited)

I understand very well what you mean and, yes, Starfield has several quests with small inconsistencies between them or even within the same quest!

 

One of these inconsistencies (in this case the lack of programming of two or three lines of scripts...) is in the mission The Bounty That Got Away. Check out this video (it will start at the right time):

 

 

Pay close attention to the dialogues.

 

After we give her the information that we have already placed the sensor in its place so that she can track her target, she says that she will then pass on the information to his colleague, so that he can then arrest the target who has a price on his head. Notice how without interrupting the dialogue, I then ask if his colleague has already managed to capture this guy who had a price on his head and she says yes, he has already managed to capture it.

 

This is a programming error for this quest, which, after telling this bounty hunter that we had already placed the sensor in the location she asked us to, should send us a message telling us to wait 24 hours before talking to this bounty hunter agian, to ask if the target had yet been captured.

Edited by brown66
Posted
6 minutes ago, brown66 said:

I understand very well what you mean and, yes, Starfield has several quests with small inconsistencies between them or even within the same quest!

 

One of these inconsistencies (in this case the lack of programming of two or three lines of scripts...) is in the mission The Bounty That Got Away. Check out this video (it will start at the right time):

 

 

Pay close attention to the dialogues.

 

After we give her the information that we have already placed the sensor in its place so that she can track her target, she says that she will then pass on the information to his colleague, so that he can then arrest the target who has a price on his head. Notice how without interrupting the dialogue, I then ask if his colleague has already managed to capture this guy who had a price on his head and she says yes, he has already managed to capture it.

 

This is a programming error for this quest, which, after telling this bounty hunter that we had already placed the sensor in the location she asked us to, should send us a message telling us to wait 24 hours before talking to this bounty hunter agian, to ask if the target had yet been captured.

 

 

So we both have concrete examples. I think this shows it's not an all-or-nothing problem. Some dialogue problems may be due to programming errors while other problems are due to Bethesda not creating the dialogues in the first place or accounting for the fact that people might do quests in other orders or be completionist players.

 

I think this comes back to my original statement: Bethesda has dialogue continuity problems that have nothing to do with scripting. They simply didn't write the dialogues in the first place, which is where I hope modders can fill the gaps.

Posted
14 hours ago, brown66 said:

If your monitor supports operating mode restricted to 60Hz, test to see if it solves the problem of the lack of audio synchronization with the lip animation.

 

Good to know, but that is not what I'm talking about.

 

So in the past, like in the Skyrim CK, when making dialogue for a NPC there would be a "generate lip file" button that will embed lip sync date into the audio file for the particular line. Starfield CK does not have that button. From what I and some others have determined, BGS used an external program to create the lip sync data that the CK would be able to read. What program is it? Don't know. What could it be? FaceFX (which costs $900!!!). It's something I wish I BGS would just come out and say "This is what you need to do in order to create audio files for NPCs with lip sync" instead of folks having to reverse engineer things.

Posted
14 hours ago, TheRightDoorIsNotTheLeft said:

(...)

I think this comes back to my original statement: Bethesda has dialogue continuity problems that have nothing to do with scripting. They simply didn't write the dialogues in the first place, which is where I hope modders can fill the gaps.

 

I actually thought about contacting the people responsible for the Starfield Community Patch mod so they could fix this error in the dialogues of the mission The Bounty That Got Away, but I've been waiting to see if Bethesda fixes it themselves.

 

Posted
8 minutes ago, brown66 said:

 

I actually thought about contacting the people responsible for the Starfield Community Patch mod so they could fix this error in the dialogues of the mission The Bounty That Got Away, but I've been waiting to see if Bethesda fixes it themselves.

 

 

I wouldn't hold my breath as far as Bethesda is concerned. I'd go ahead and post an issue on the Community Patch page. You'd have better luck there. 

Posted (edited)
5 hours ago, Reigor said:

 

Good to know, but that is not what I'm talking about.

 

So in the past, like in the Skyrim CK, when making dialogue for a NPC there would be a "generate lip file" button that will embed lip sync date into the audio file for the particular line. Starfield CK does not have that button. From what I and some others have determined, BGS used an external program to create the lip sync data that the CK would be able to read. What program is it? Don't know. What could it be? FaceFX (which costs $900!!!). It's something I wish I BGS would just come out and say "This is what you need to do in order to create audio files for NPCs with lip sync" instead of folks having to reverse engineer things.

we will be getting it soon the program that generate lipsync (faceFX) broked at the last minute before CK release

Edited by Djlegends

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