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Posted
13 hours ago, brewmasterhal said:
On 9/8/2024 at 3:05 PM, Gudulba said:

Is there a way to find out which voice type is used for the player character's dialogue (used during cut scenes, mini-games etc.)? There is a new voice pack available for the latest

 

  • Open DogmaEngine.esm
  • Expand the list of NPCs
  • Open the dft_speaker Record
  • Change the VTCK - Voice parameter from dft_dummyvoice to something vanilla
  • Save changes

I have now set this NPC voice entry to FemaleEvenToned in SSEEdit, which should be definitely voiced. Unfortunately the PC still is silent during cut scenes (for example in "What? Why would I just stand here naked" before Burd whacks Nazir in the tunnels). Is there anything else necessary?

 

What I have also noticed during my current playing in the subways: for almost all NPCs, the voices play fine. However Vilgen and Tulvar stay silent. They have a custom voice type added (bd_Silent_VT). I tried to set their voice entries to a vanilla male voice, but they stay silent. Is there maybe a specific reason behind having the bd_Silent_VT voice type for them?

Posted

I need help getting Risi to sleep with Godrek, she just keeps refusing saying it's too risky and neither her or Godrek have a option to bring up the hood she would need for her cheating acts. Is the only way to have her take your place with the miner on Day 0? Does sleeping with the miner for the gems yourself lock you out of her cheating content? 

Posted (edited)

@Gudulba In my opinion easiest workaround for the time being would be:

  1. unpack both voicepacks' BSAs into separate directories
  2. copy from latest voicePack to original one (voicePack for thief 1.0) anything that is not present there (NO OVERWRITING, as old pack was really good - probably because, as it seems, creator actually took interest in outcome of his efforts and mod in itself - hard to say - but whatever is there is worth keeping in my opinion)
  3. pack merged results into new BSAs (under whatever, new, names)
  4. generate placeholder ESPs for them (simply copy and rename one of old ones)
  5. pack with 7zip and load via mod organizer

 

That way lines missing in 1.0 will get added (like for silent wood, pregnancy quest etc) but nothing from 1.0 will be lost - especially PC's voice, without which whole mod would loose (subjectively) A LOT of it's appeal.

 

Edited by PippinTom
Posted

I became a patreon for the extended addition and downloaded the version from the 22. April. 

I started a new playthrough, got to Silentwood, but I still have the feeling, that I'm not playing the extended Version, Did I miss something?

Posted
6 hours ago, PippinTom said:

@Gudulba In my opinion easiest workaround for the time being would be:

  1. unpack both voicepacks' BSAs into separate directories
  2. copy from latest voicePack to original one (voicePack for thief 1.0) anything that is not present there (NO OVERWRITING, as old pack was really good - probably because, as it seems, creator actually took interest in outcome of his efforts and mod in itself - hard to say - but whatever is there is worth keeping in my opinion)
  3. pack merged results into new BSAs (under whatever, new, names)
  4. generate placeholder ESPs for them (simply copy and rename one of old ones)
  5. pack with 7zip and load via mod organizer

 

That way lines missing in 1.0 will get added (like for silent wood, pregnancy quest etc) but nothing from 1.0 will be lost - especially PC's voice, without which whole mod would loose (subjectively) A LOT of it's appeal.

 

Aha, interesting suggestion! And it worked, thanks! For a quick test, I loaded the old voice pack below the new voice pack in MO2, which led to the PC's lines being voiced 🙂

 

I would have thought that Brewmasterhal's suggestion of changing the dft_speaker voice type should have also worked, but somehow it didn't. Maybe there's more to it than meets the eye.

 

Regarding the voice pack and the PC dialogue, I guess it has something to do with these entries. I will look into it.

image.webp.7fee7f8c234acab5ebf224cfdf061523.webp

Posted (edited)
2 hours ago, Gudulba said:

I would have thought that Brewmasterhal's suggestion of changing the dft_speaker voice type should have also worked, but somehow it didn't. Maybe there's more to it than meets the eye.

 

I've tried that to, it works but only for about 10% of the lines. I used the young eager voice.

 

Do the voicefiles have to loaded before or after the Main Mod?

Edited by bigbasi
Posted
35 minutes ago, bigbasi said:

I've tried that to, it works but only for about 10% of the lines. I used the young eager voice.

 

Do the voicefiles have to loaded before or after the Main Mod?

Hmm, good question. I always load voice files after/below their corresponding mods in MO2.

Posted

 

9 hours ago, PippinTom said:

@Gudulba In my opinion easiest workaround for the time being would be:

  1. unpack both voicepacks' BSAs into separate directories
  2. copy from latest voicePack to original one (voicePack for thief 1.0) anything that is not present there (NO OVERWRITING, as old pack was really good - probably because, as it seems, creator actually took interest in outcome of his efforts and mod in itself - hard to say - but whatever is there is worth keeping in my opinion)
  3. pack merged results into new BSAs (under whatever, new, names)
  4. generate placeholder ESPs for them (simply copy and rename one of old ones)
  5. pack with 7zip and load via mod organizer

 

That way lines missing in 1.0 will get added (like for silent wood, pregnancy quest etc) but nothing from 1.0 will be lost - especially PC's voice, without which whole mod would loose (subjectively) A LOT of it's appeal.

 

 

2 hours ago, Gudulba said:

Regarding the voice pack and the PC dialogue, I guess it has something to do with these entries. I will look into it.

 

 

I tried the Solution from PippinTom, and it worked. For the new lines I copied all the the .fuz files, from a default voice into the dft_dummyvoice folder without overwriting existing files, and it works. At least for the mentioned 10% :D so thanks!

 

I guess an easier way would be enough just to take the new VoicePack extract it and create the dft_dummyvoice folder from a copy of a default Voice.

Posted
23 hours ago, bigbasi said:

I became a patreon for the extended addition and downloaded the version from the 22. April. 

I started a new playthrough, got to Silentwood, but I still have the feeling, that I'm not playing the extended Version, Did I miss something?

I've got to the scene in the Dwemer Ruins while talking to Leyv about drilling, and it says, the scene will be skipped to the end because it is part of the extended Version.

Posted

hey i need to help with the pregnancy quest, i get to the end where you find out the father but when she says the name the child its get stuck, i can still move my mouse and open console but apart from that nothing. is there a setstage command that i can put before naming the child or that lets me skip the scene?

 

Posted
5 hours ago, bigbasi said:

I've got to the scene in the Dwemer Ruins while talking to Leyv about drilling, and it says, the scene will be skipped to the end because it is part of the extended Version.

That part wasn't implemented yet, even in current extended version. It's expected to be release in the next update, probably by the end of the month

Posted (edited)
2 hours ago, dragon2vx said:

hey i need to help with the pregnancy quest, i get to the end where you find out the father but when she says the name the child its get stuck, i can still move my mouse and open console but apart from that nothing. is there a setstage command that i can put before naming the child or that lets me skip the scene?

 

I've got the exact same problem, and asked about this a page before. Ther should be a box where you can enter a name, but its not appearing, sadly enough Highborn doesn't know a solution. :( But if you solve it somehow, please let me know! I'm out of ideas as well!

Edited by bigbasi
Posted
2 hours ago, Highborn said:

That part wasn't implemented yet, even in current extended version. It's expected to be release in the next update, probably by the end of the month

Oh ok! Thank you very much!

Posted
2 hours ago, bigbasi said:

I've got the exact same problem, and asked about this a page before. Ther should be a box where you can enter a name, but its not appearing, sadly enough Highborn doesn't know a solution. :( But if you solve it somehow, please let me know! I'm out of ideas as well!

 

well , now its gonna be stuck in the quest log until a new game. which ill probably happen in the next 2 weeks cuz who doesn't start a new skyrim save every 2 weeks.

is it possible to maybe setstage for the quest it ends/completed regardless of the ending?

Posted (edited)
3 hours ago, dragon2vx said:

 

well , now its gonna be stuck in the quest log until a new game. which ill probably happen in the next 2 weeks cuz who doesn't start a new skyrim save every 2 weeks.

is it possible to maybe setstage for the quest it ends/completed regardless of the ending?

I think, you could setstage your way through (I think 180 is it), but there are so many variables which are set during this event, like the father , the possible ending, which there are 2 as far as I'm aware of, the name of the child..... and so on - to complex for my tired mind 😉

 

Edited by bigbasi
Posted
1 hour ago, bigbasi said:

I think, you could setstage your way through (I think 180 is it), but there are so many variables which are set during this event, like the father , the possible ending, which there are 2 as far as I'm aware of, the name of the child..... and so on - to complex for my tired mind 😉

 

You can select father and than when you get stuck select hidaras id and use coc command to teleport out of there then use move to command and teleport hidara to you scene continue as it should

Posted
9 hours ago, touma17 said:

You can select father and than when you get stuck select hidaras id and use coc command to teleport out of there then use move to command and teleport hidara to you scene continue as it should

Gods, That works ! Great! Thank you so much! Now to only know which variable to set for the Name... I found that after the szene a Variable "Daugter1_Name" (Yes, with Typo ;-)) was set to "0" before it was just empty. I tried with setpqv but it didn't change the Value

Posted
5 hours ago, bigbasi said:

Gods, That works ! Great! Thank you so much! Now to only know which variable to set for the Name... I found that after the szene a Variable "Daugter1_Name" (Yes, with Typo ;-)) was set to "0" before it was just empty. I tried with setpqv but it didn't change the Value

Sorry I dont know how to change name of the child 

Posted
On 5/23/2024 at 4:21 PM, johnmftj said:

sorry for wasting your time then

I had the same problem, but managed to fix it when I changed the installed location of Skyrim to the same drive as my window drive instead of a separate drive.

Hopefully this helps.

Posted
On 9/15/2024 at 2:58 PM, blablasheep said:

I had the same problem, but managed to fix it when I changed the installed location of Skyrim to the same drive as my window drive instead of a separate drive.

Hopefully this helps.

thanks but that's a no go for me

Posted (edited)

Hi. It's been a while since I played this mod and I want to try it out again, but I have a few questions if anyone can answer.

 

1) I really don't want to start a new game. I have only visited Whiterun in my current playthrough. How dangerous is it to install this mod mid-playthrough? Is there a chance I'll face no problems?

 

2) Will this work with the great city of Falkreath mod? It's the only city overhaul I have and I think it's indespensable. I will remove it and start a new game if I have to, but I wanted to know if I can play with it.

Edited by Ghostseyru160
Posted
10 hours ago, Ghostseyru160 said:

Hi. It's been a while since I played this mod and I want to try it out again, but I have a few questions if anyone can answer.

 

1) I really don't want to start a new game. I have only visited Whiterun in my current playthrough. How dangerous is it to install this mod mid-playthrough? Is there a chance I'll face no problems?

 

2) Will this work with the great city of Falkreath mod? It's the only city overhaul I have and I think it's indespensable. I will remove it and start a new game if I have to, but I wanted to know if I can play with it.

 

  1. The quest doesn't really care if you're on a fresh character or if you've finished every vanilla quest in every expansion.  The only change to the content of Thief will occur if the Jarl of Falkreath changes.
  2. There's like a 99% chance that you will be incapable of completing most of the Falkreath portion of the quest if you load a mod which makes any structural or geographic changes to that area.  If you need to, you can use the console or the built-in Skip system to get past stuff that ends up broken.

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