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fuz-ro-doh usage in CK


Battle.cry

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Posted

Hello guys.


 


Could someone please explain to me how to use Fuz-ro-doh mod when creating an NPC's / Quests in CK? 


Im really new to CK, watched some of the CK tutorials and now Im trying to create a quest but obviously I need a voice for NPC to actually speak in the quest but this mod should replace it with some silent voice (Ive used it in a number of already created mods so I know how does it work in-game), but I cant figure it out since most of the tutorials for "custom voice acting" in CK that Ive found are for own-recording files where you will create a wav file, then you need .lip file and then you need a .fuz file. How can make this all work if the only thing Ive got is the .fuz file (from Fuz-ro-dah) ?.


 


Do I still need to record something with my mic, generate the .lip file and then somehow use the fuz file from FSD?


 


PS: by accident Ive posted this topic in SSE aswell, sorry about that :(


Posted

The way Fuz-Ro-Doh is set up, you don't actually need to do anything. For example, when I create a line of dialogue, I don't touch the audio settings at all, I just slap in the dialogue and don't worry about it. I don't even have a microphone. :) Fuz-Ro-Doh takes care of it in-game.

Posted

The way Fuz-Ro-Doh is set up, you don't actually need to do anything. For example, when I create a line of dialogue, I don't touch the audio settings at all, I just slap in the dialogue and don't worry about it. I don't even have a microphone. :) Fuz-Ro-Doh takes care of it in-game.

oh really? so You dont actually need to mess with the voice setting in the response part of dialogues? (like making lip file from wav or so?)

 

is so then I guess the problem of quest not showing in game is somewhere else :(

 

thanks for the reply! appreciate it :)

Posted

 

 

 

is so then I guess the problem of quest not showing in game is somewhere else :(

 

 

 

 

If your quest (dialogue) is not showing up in game, you might be missing the required .seq file. Make sure to generate a .seq file every time you create a new on-game-start quest. I don't *think* you have to re-generate it every time you make changes though...

 

Or possibly your dialogue conditions are messed up somehow?

Posted

 

 

 

 

is so then I guess the problem of quest not showing in game is somewhere else :(

 

 

 

 

If your quest (dialogue) is not showing up in game, you might be missing the required .seq file. Make sure to generate a .seq file every time you create a new on-game-start quest. I don't *think* you have to re-generate it every time you make changes though...

 

Or possibly your dialogue conditions are messed up somehow?

 

Its possible that I ve somehow messed everything up, like I said im just starting with CK. I was watching tutorials from youtube from the user called "M1LL3RB0Y" who has tutorial step by step. 

Im not creating any super duper hard quest, all Im trying to do is simply talk to NPC (custom one) and besically the quest only contain dialoques between me and that specific NPC. 

 

also I dont know what .seq file is to be honest. the guy from youtube never mentioned something like that.

 

PS: to be more specific, he has a quest tutorial divided into 6 parts for 30 minutes or so (he likes to talk a lot around). So far Ive watched 2 episodes where he didnt go into aliases or so, all he did was messing with quest data, quest stages and dialogues views. His quest isnt working properly yet but he is actually able to speak with his custom character and you can see the dialogues lines. basically thats what im trying to achieve right now, to actually speak to NPC.

Posted

Its possible that I ve somehow messed everything up, like I said im just starting with CK. I was watching tutorials from youtube from the user called "M1LL3RB0Y" who has tutorial step by step. 

 

 

 

 

Im not creating any super duper hard quest, all Im trying to do is simply talk to NPC (custom one) and besically the quest only contain dialoques between me and that specific NPC. 

 

also I dont know what .seq file is to be honest. the guy from youtube never mentioned something like that.

 

PS: to be more specific, he has a quest tutorial divided into 6 parts for 30 minutes or so (he likes to talk a lot around). So far Ive watched 2 episodes where he didnt go into aliases or so, all he did was messing with quest data, quest stages and dialogues views. His quest isnt working properly yet but he is actually able to speak with his custom character and you can see the dialogues lines. basically thats what im trying to achieve right now, to actually speak to NPC.

 

 

I suggest opening some mod in the CK that has dialogue with an NPC or NPCs in it, and looking at how they do it.

If all you need is to talk to an NPC, it's super easy - you don't need aliases or quest stages or anything like that.

You can also take a look at vanilla dialogue. There are lots of quests set up specifically for dialogue that don't use any aliases or stages or scripts or anything. I can't remember what they're called off the top of my head, but something like RiftenWelcome or GeneralWhiterunDialogue or something like that.

 

But you will need a .seq file. Instructions are here: https://www.darkcreations.org/forums/topic/2677-workaround-skyrim-dialogue-bug-fix/

I personally prefer to use Tes5edit to generate a seq file, because it's quicker. But the command line for the CK works just as well.

 

If you're making your mod for distribution (like on LL or Nexus or something), make sure to include the .seq file

 

https://afkmods.iguanadons.net/index.php?/topic/3160-skyrim-solution-dialogue-bug-fix/

https://www.creationkit.com/index.php?title=TES5Edit_Documentation#Creating_Start-Game_Enabled_Quest_.28SEQ.29_Files

 

 

Posted

 

Its possible that I ve somehow messed everything up, like I said im just starting with CK. I was watching tutorials from youtube from the user called "M1LL3RB0Y" who has tutorial step by step. 

 

 

 

 

Im not creating any super duper hard quest, all Im trying to do is simply talk to NPC (custom one) and besically the quest only contain dialoques between me and that specific NPC. 

 

also I dont know what .seq file is to be honest. the guy from youtube never mentioned something like that.

 

PS: to be more specific, he has a quest tutorial divided into 6 parts for 30 minutes or so (he likes to talk a lot around). So far Ive watched 2 episodes where he didnt go into aliases or so, all he did was messing with quest data, quest stages and dialogues views. His quest isnt working properly yet but he is actually able to speak with his custom character and you can see the dialogues lines. basically thats what im trying to achieve right now, to actually speak to NPC.

 

 

I suggest opening some mod in the CK that has dialogue with an NPC or NPCs in it, and looking at how they do it.

If all you need is to talk to an NPC, it's super easy - you don't need aliases or quest stages or anything like that.

You can also take a look at vanilla dialogue. There are lots of quests set up specifically for dialogue that don't use any aliases or stages or scripts or anything. I can't remember what they're called off the top of my head, but something like RiftenWelcome or GeneralWhiterunDialogue or something like that.

 

But you will need a .seq file. Instructions are here: https://www.darkcreations.org/forums/topic/2677-workaround-skyrim-dialogue-bug-fix/

I personally prefer to use Tes5edit to generate a seq file, because it's quicker. But the command line for the CK works just as well.

 

If you're making your mod for distribution (like on LL or Nexus or something), make sure to include the .seq file

 

https://afkmods.iguanadons.net/index.php?/topic/3160-skyrim-solution-dialogue-bug-fix/

https://www.creationkit.com/index.php?title=TES5Edit_Documentation#Creating_Start-Game_Enabled_Quest_.28SEQ.29_Files

 

hey Thank You! You were right, it was becouse I was missing the .seq file. It wasnt mentioned anywhere so I couldnt know :( 

 

thanks one more dude! 

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