Difference between revisions of "Dialogue Tutorial"
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==Getting Started== | ==Getting Started== | ||
Ok, so you have an idea for a quest or such like and you want to give your | Ok, so you have an idea for a quest or such like and you want to give your NPCs some new stuff to say, but how do you do that? Hopefully this tutorial should point you in the right direction. Firstly what is a quest? Basically quests are used for three main things in the game: | ||
*Providing general dialogue to the NPCs in Tamriel | *Providing general dialogue to the NPCs in Tamriel | ||
*Quests the player can do in the game | *Quests the player can do in the game | ||
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Now we have two different lines for the topic, but which one will the NPC say? First of all let's ensure that only the NPC we want says the lines, so add the ''GetIsID'' condition to both lines. Now, when determining which line to play, the game starts at the top of the list of info lines and proceeds done until it finds one that satisfies current conditions (If a topic has no lines in it that have all their conditions met, then the topic will not appear in the list of options presented to the player.) In this case, only the top line will ever play; however, we can change that. In the 'Response Details' section of the tab, you will notice a column of checkboxes. The ones we are interested in at the moment are the ones to do with random (i.e. 'Random' and 'Random End'). If you check the random flag on a line of info, the game will check all random | Now we have two different lines for the topic, but which one will the NPC say? First of all let's ensure that only the NPC we want says the lines, so add the ''GetIsID'' condition to both lines. Now, when determining which line to play, the game starts at the top of the list of info lines and proceeds done until it finds one that satisfies current conditions (If a topic has no lines in it that have all their conditions met, then the topic will not appear in the list of options presented to the player.) In this case, only the top line will ever play; however, we can change that. In the 'Response Details' section of the tab, you will notice a column of checkboxes. The ones we are interested in at the moment are the ones to do with random (i.e. 'Random' and 'Random End'). If you check the random flag on a line of info, the game will check all random Infos that appear sequentially in the NPC's list of possible Infos and chose one at random to be spoken. The 'Random End' checkbox is used if you have two sequences of random Infos end up adjacent to one another. An Info marked Random End will terminate the random set even if the next info is also marked Random. | ||
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===The vocal type=== | ===The vocal type=== | ||
Of course you may decide you want to have your | Of course you may decide you want to have your NPCs fully vocal and screaming in your ears about their love of crab meat. To do this first you need a voice file. If you have a mic and fancy voicing the NPC yourself, I recommend [[Audacity]] as a good | ||
free program with which to record. Once you have the voice done, save it as a .wav file (chose 'Export as wav' if using Audacity). Now comes the tedious bit. You need to place each voice file in exactly the right place, with the right name. To find out where and what the file should be, go to your line and double click on it to bring the Response window back up. Now we are interested in the bottom section. Firstly rename the file to whatever it says the 'Voice Filename' should be (remember | free program with which to record. Once you have the voice done, save it as a .wav file (chose 'Export as wav' if using Audacity). Now comes the tedious bit. You need to place each voice file in exactly the right place, with the right name. To find out where and what the file should be, go to your line and double click on it to bring the Response window back up. Now we are interested in the bottom section. Firstly rename the file to whatever it says the 'Voice Filename' should be (remember | ||
to keep the extension as it is!). | to keep the extension as it is!). | ||
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Once you've done that for each line you need to see where the lines should go. This is contained in the grid below, though you'll likely have to scroll across and make the 'Path' column wider so you can see it fully (to widen the column, click and hold the edge of the columns header, and icon should appear if you hover over the right place, then drag to | Once you've done that for each line you need to see where the lines should go. This is contained in the grid below, though you'll likely have to scroll across and make the 'Path' column wider so you can see it fully (to widen the column, click and hold the edge of the columns header, and icon should appear if you hover over the right place, then drag to re-size). Create new folders as necessary and move the files in. Now close the response window and reopen it, this refreshes the grid in the response window and you should now see a Y for 'yes' under the column headed 'wav'. Select the line in the grid then check the 'From wav' radio button. Now hit the 'Generate Lip File' button, which will create a file (a .lip) which will make the NPC's lips move in sync with the audio. | ||
'''''Note:''' The 'Generate Lip File' button is broken version 1.2 of the construction set and so doesn't work. In order to generate the necessary lip files you have to use the original version of the CS.'' | '''''Note:''' The 'Generate Lip File' button is broken version 1.2 of the construction set and so doesn't work. In order to generate the necessary lip files you have to use the original version of the CS.'' |