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Making voiced dialogue from another mod compatible with custom voiced npc's?


terrorofmorrowind

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Posted

Is it possible? For example, When i use miaslair to enslave an npc from immersive npc's, they do get the dialogue but they don't have a voice for that dialogue. Is there a way to allow this dialogue to be voiced as well or is this one of the things that is sadly impossible or to hard coded to do?

 

I'm just a modder hoobyist and i don't know much about scripts, let alone dialogues in Skyrim. If someone would be able to answer this for me. i'd be very gratefull.

Posted

Dialogues use the "VoiceType" to define which voice will be used.

If the "another mod" will use standard VoiceTypes, then it is pretty easy. But if it adds custom voicetypes, then you have to duplicate (or create) the actual voice files in the folder "Data\Sound\Voice\<name of the mod providing the dialogues>\<name of the voice type>\"

 

Now, how voicetypes are selected?

Through the conditions in the dialogue.

VoiceType=FemaleYoungEager is an example.

But if a specific NPC is in the condition (GetIsID=Balimund) then the voicetype selected is the one associated to the NPC.

 

Some dialogues use forced voicetypes, and other used shared data. But at the end is always the same.

Just be sure that the voicetype folder for the voicetype of the custom NPC is available in the correct place, and contains the actual sound files.

 

Posted

Dialogues use the "VoiceType" to define which voice will be used.

If the "another mod" will use standard VoiceTypes, then it is pretty easy. But if it adds custom voicetypes, then you have to duplicate (or create) the actual voice files in the folder "Data\Sound\Voice\<name of the mod providing the dialogues>\<name of the voice type>\"

 

Now, how voicetypes are selected?

Through the conditions in the dialogue.

VoiceType=FemaleYoungEager is an example.

But if a specific NPC is in the condition (GetIsID=Balimund) then the voicetype selected is the one associated to the NPC.

 

Some dialogues use forced voicetypes, and other used shared data. But at the end is always the same.

Just be sure that the voicetype folder for the voicetype of the custom NPC is available in the correct place, and contains the actual sound files.

 

Thanks for the answer :)

Do i have to set the conditions in the mod file that has the custom viced npc or the other one that does provide the dialogue but not the sound. I think i get it. If i want to include the custom npc's voice files, i have to add these types to the conditions of the miaslair mod right? It probably has a list somewhere with all the voice types. Then i should copy the custom voices folders (as you already stated) and put let's say "femalehighelf" voic files into the newly created folder, right?

 

Posted

Yep. Open this mod in CK, open one of the dialogues and "edit" the response.

You will see all possible voice types for this line. (And probably all the dialogues have the same possible voices.)

 

Then you can decide what to do:

1) Add a condition (should be in OR mod, so you may need to reorcer the other in AND to move the voicetyp-ish one to the bottom and OR it with your) so your custom voicetype can be used. 

2) Give a valid voicetype for the dialogues to your NPC (contitions may still be needed to be changed if they are using IDs.)

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