Talk:Bethesda Tutorial Dialogue
Selecting a recording device[edit source]
Is anyone else unable to record voice (using a USB Headset / Windows 7 x64) ? The input format list is empty, and the Ok control is disabled.
^ I also have this problem with the blank input format list with the grayed out OK button. Hoping someone from bethesda can help us get past this, I want to voice my own NPCs! :( super6plx
- While I'm facing the same problem, it seems to work fine for me if I choose the correct recording device (default windows device doesn't seem to work). Even though I cannot specify an input format, I'm able to record audio and lypsync it.
- --Drmccoy 04:47, 10 February 2012 (EST)
- I used to have a similar problem. For me, recording and previewing worked, but the npc's in-game wouldn't use the voice. Make sure you've assigned a voice type to the actor. I created a new voice type and assigned it in the actor-creation menu. I think that fixed it for me (I still have the blank input/grey ok button, but it doesn't matter, as the character sais the lines it should). In other news, can anyone tell me if it's possible to import wav-files, instead of recording them? And where to edit the general dialogue of a character? (Hey there, I give up, Ouch, etc.) Mr6 19:56, 15 February 2012 (EST)
- What if I even cannot preview the recorded sound? (It's still recorded and listenable if you find it in the Skyrim directory). I don't care about the sounds. The problem is the dialogue texts fades too fast. :( You can't read it. --Orwen 17:27, 13 February 2012 (EST)
- Have you tried recording a sample quiet sound? (just hitting the record button for a few seconds) That should clear that problem up. Otherwise, you could always try and hit the forums of the creationkit about those issues. I think that's a better place for questions like those than the Wiki.
- --Drmccoy 01:34, 14 February 2012 (EST)
- Have you tried recording a sample quiet sound? (just hitting the record button for a few seconds) That should clear that problem up. Otherwise, you could always try and hit the forums of the creationkit about those issues. I think that's a better place for questions like those than the Wiki.
- I found solution on bethesda forums. If you already got audio files (with correct file paths and succesfully generated lip files), but it does not work in Skyrim (acts like if you test without recording sounds), then read http://forums.bethsoft.com/topic/1347417-dialogue-troubles/page__p__20346206#entry20346206
- * Create a WAV file via the RECORD button
- * Create a LIP file via "generate LIP file" -> "from WAV"
- * If you want to, you are free to convert the WAV into a XWM (use xWMAEncode from the latest MS DX-SDK)
- * Now you can rename either the WAV or the XWM to FUZ - Skyrim will play it regardless, what format you have renamed
- Personally i did not try to rename XWM to FUZ, but instead i used third party converter to merge XWM+LIP to get FUZ file, and finally it helped.
- If your mic does not work in CK, you can read this for workaround http://forums.bethsoft.com/topic/1347491-need-help-with-recording-dialogues/page__view__findpost__p__20437328
- Tutorial must be updated
- --Saah88 17:44, 4 March 2012 (EST)
Recording A Temp Track[edit source]
The tutorial explains quite well how to record a temporary track, except for the issues mentioned above, but what about the final voice recording? Say I have written about 100 lines for my NPC, is there a way to record them all in one session? How did the folks at Bethesda do it?
- Mr6 21:02, 15 February 2012 (EST)
- You can record all your lines via the tool of your preference. You will have to assign each sound to it's dialogue though, via the "Select Sound" Button. I'm not sure wether that method is appropriate or wether Bethesda used it or not, but it works. Hope it helped a little.
- --Drmccoy 10:05, 16 February 2012 (EST)
- You can record all your lines via the tool of your preference. You will have to assign each sound to it's dialogue though, via the "Select Sound" Button. I'm not sure wether that method is appropriate or wether Bethesda used it or not, but it works. Hope it helped a little.
Starting a quest by reading a book[edit source]
Anyone that knows how to start a quest, by reading a book or note? --Regards, DarkruneDK 15:09, 9 February 2012 (EST)
- You should be able to link a papyrus script to your book, something like that:
Event OnActivate(ObjectReference akActionRef)
MyQuestIDHere.SetStage(10)
endEvent
With MyQuestIDHere being the ID of the quest you wish to start and 10 being the first Index of its stages. Hit the Forums or [[1]] for more Info
- --Drmccoy 04:50, 10 February 2012 (EST)
- See Book: book objects also have a Script property that you could add this script to. --Catwheezle 13:46, 17 February 2012 (EST)
- You can also use the OnRead() function. It takes some practice, and I'm not exactly sure what triggers it, but I've used is successfully in my mods without much trouble. Just make sure you add your quest as a property of the script you're writing.
- --bw117 1:50, 28 May 2012 (EST)
- You can also use the OnRead() function. It takes some practice, and I'm not exactly sure what triggers it, but I've used is successfully in my mods without much trouble. Just make sure you add your quest as a property of the script you're writing.
- It would be better to use OnRead, which can be used like so:
Event OnRead()
MyQuestIDHere.SetStage(10)
endEvent
- Like said, make the quest as a property. OnRead is triggered when the player opens a book.
- --Matthiaswagg (talk) 2014-12-28T22:50:04 (EST)
could not get the flowchart object error[edit source]
Everytime I try to use dialogue views I get a the error could not get the flowchart object and after click on ok there appears dialogue view editing will not be available as the flowchart dll failed to register succesfully. And thanks to that I can't use the dialogue view and edit the dialogue.Has anyone a answerhow to solve this.
- This is all just an assumption, but you could try one or more of the following:
- 1.) Reinstall the CS
- 2.) Reinstall Skyrim
- 3.) Update to the latest Version of .Net
- 4.) Update to the latest Version of DirectX
- 5.) If you're not able to get that error away, you can still write dialogue using the old way (see Oblivion CS Wiki), which is actually more comfortable for some people out there (incl. me)
- --Drmccoy 03:38, 13 February 2012 (EST)
Go into Start --> CMD (Optional as Admin) --> Type in "CD C:\Program Files\The Elder Scrolls V Skyrim" or "C:\Program Files\Steam\Steamapps\Skyrim" Depending on where it is located.
Now type Regsvr32 flowchartx32.dll , which registers the .DLL into the Register, and making it usable. Press Enter, and refresh the Creation Kit, by closing and re-opening the Dialog you couldn't view (E.g, Dialogue Views)
New dialogue needs silent sounds -> Automation for it?[edit source]
Is there a tool like GECKO to create silent sound files for all dialogue in a mod? It is insanely time consuming to do it for all dialogue via CK. Or even Elys Silent sound tool would be helpful.
- AFAIK there is currently no tool availible for that, even though the GECKO creator is planing to release for SKYRIM. You could of course select the same sound file recorded once for every sound file?
- --Drmccoy 05:04, 15 February 2012 (EST)
- Yes, there is one like Elys. http://www.nexusmods.com/skyrim/mods/14884/? (Called Fuz Ro D-oh)
- --Matthiaswagg (talk) 2014-12-28T22:52:06 (EST)
- Yes, there is one like Elys. http://www.nexusmods.com/skyrim/mods/14884/? (Called Fuz Ro D-oh)
Recording dialog tracks breaks quest[edit source]
It seems I'm the only person getting this error, but as soon as I record temp tracks of dialog, my whole quest breaks, and my NPC turns into a mute. I've tried recording in CK, as well as via external software and then saving over the wav files that CK creates (16 bit mono WAV). I've recorded on another computer and moved the WAV file over. No change. I've even deleted all recorded wave files, and my NPC still fails to do anything.
Right before I recorded my lines, everything worked just fine. The only change was the new lines. --AurelTristen 18:00, 19 February 2012 (EST)
- Could you describe exactly what you mean by "my NPC...fails to do anything". From what I gather, you go to the NPC, and he does absolutely nothing? He doesn't greet you, doesn't move, you can't initiate dialogue with him at all?--Electrosheep 09:25, 28 February 2012 (EST)
Unable to Configure Microphone. May be the cause of several other issues including inability to record new dialogue.[edit source]
When trying to record new dialogue to get the lip sync right and all that, I run into a problem. When I click on the "configure" button and select my microphone, I am greeted by an "input format" box. There is no text inside and the ok button is unselectable(greyed out) I have seen at least 20 separate forums trying to solve this issue, but to no avail.
I do not believe that people are recording sounds and that just aren't playing in game. I believe they are recording nothing because their microphones are not properly set up, and cannot be as far as I can tell.
Can someone please explain why this is happening?
- I have the same problem, but it doesn't matter. I can't select anything from the list, but I can record just fine. Read the comments at the top of this page, because I think your problem lies elsewhere.
- Mr6 10:35, 21 February 2012 (EST)
- I also have this issue, but if you go into your data folder, you can actually open the sound files that have been recorded to see if they work. Also, if your CK isn't creating the files, try reading through this[2].
- --AurelTristen 20:01, 24 February 2012 (EST)
No topic text[edit source]
The info text appears normally, but the topic text does not
Ideas?
- Try resizing it. My text doesn't show up right unless I mess with the size of each box.
- --AurelTristen 20:01, 24 February 2012 (EST)
- Worded like a charm, thanks--Electrosheep 09:05, 28 February 2012 (EST)
Lots of Trouble[edit source]
I'm just wanting to know if anyone else is having the loads of problems I'm having and if anyone knows how to fix them. First off, I accidentally messed with a few lines of default dialogue, and now the filenames on them are pointing to my mod and not their default location. Is there anyway to edit the filename is the dialogue window? I assume not, and I'm just going to have to include them in my mod as converted wavs. Secondly, no matter what I do, NPCs won't use the dialogue and the wavs don't seem to work in the CK. They just stand in silence. I've tried recording it via the dialogue window, saving it via external programs, using a converted xwm file, nothing. It never plays when I double click the filename in the window, or when I click the preview button. I can save it fine and view it outside the CK fine but that's it.
--TittyKitty 01:30, 25 February 2012 (EST)
- Yeah...I was having problems as well. A couple suggestions I might try: If you are faced with silent NPCs, check your mic volume and increase it. Also, the preview button doesn't play any specific wav file (actually it will play the last thing you recorded for all of your sounds, but it doesn't necessarily play the sound you see in the filepath) but it should play something. I can't tell you how many times I've been pissed off because my speakers won't play anything, only to find that they were either off, or the volume was turned all the way down, or they were muted, the sound was coming through headphones instead of speakers, etc, etc.--Electrosheep 09:36, 28 February 2012 (EST)
My observations[edit source]
The trouble I've run into so far is that the CK wouldn't allow me to record anything (the record button was greyed, and I couldn't select anything other than "Primary Sound Capture Driver" in the configure box. This was caused by me plugging in the mic AFTER CK was started. Restarting the CK when the mic was plugged in solved this issue.
The other issue I ran into was that I thought my dialogue was all screwed up because the preview button would play the same sound for all my dialogue. However, the preview button doesn't work worth a flip, and all the sound files played normally for me in-game. --Electrosheep 09:24, 28 February 2012 (EST)
Unique Merchant[edit source]
I am struggling and have been on making a Merchant with unique Dialogue. I have all the voice files and tried following this tutorial, but it is not for a vendor and I can not get my merchant to say anything. I have tried creating a quest and I was successful in Oblivion because I did not use unique dialogue. It would be like a birthday celebration 24/7 if someone could make a walk through or offer some sort of help. My posts on Bethsoft forums CK were not answered. Thoughthorder
Can the default sounds be reused?[edit source]
If for example I want to reuse a generic "All right" sound for an NPC, is it possible to assign it to my own custom dialogue somehow? --dUc0N 19:36, 22 March 2012 (EDT)
- Either look up the file name and copy it to your mods directory and then rename it or you might possibly find a usable snippet in the "Share Response Data From Info" drop-down box when you are in the Topic window.
Finish dialogue doesnt open[edit source]
Just finished making the test quest. After getting the sword from enemy, I should give this sword to my NPC. And the dialogue doesnt start, nothing opening. Where the problem can be? p.s. pardon for my english. GKalian 04:30, 9 April 2012 (EDT)
- The topic in Bethesda_Tutorial_Dialogue#Additional_Dialogue has to be linked to the GSQ01MeetingBenduYes topic in the Dialogue Views. Having not tackled the following chapters yet this is only a guess.--Lmstearn (talk) 2015-01-11T16:38:26 (EST)
- By sword you mean amulet? And my solution above is wrong. Ensure that a new Branch is created for the finish dialogue, not a new topic, as I did, unfortunately. Edited the wiki a little.--Lmstearn (talk) 2015-01-16T23:28:39 (EST)
Dialogue box won't open[edit source]
I've finished making the quest and dialogues and everything was working fine, but when i went to talk to the npc ingame no dialogue box would pop up. The npc would just say random words, and no matter how much i tried to talk to him, the dialogue window never showed. Anyone ever had the same problem ?
- Fix: I can't believe this was the problem but i actually managed to fix it. All i did was uninstall skyrim and the creation kit, reinstall skyrim,update it to v1.4, install the creation kit, and when i tried it out it worked perfectly :D
Change to Spell-Checking?[edit source]
Don't know when this changed, but I only needed to click [OK] once to close the New Response window. I think the way it works now is that clicking [OK] runs the spell-checking in the background; with no errors, it just closes the window. With errors, it opens the correction dialog (as many times as needed) and then you click [OK] the second time to close the window. --Nonsuch 15:25, 10 May 2012 (EDT)
[edit source]
When creating a new response, remember to put something in the ID field (the CK will allow you to save your response without an ID).
If you replicate an blank ID response to a topic, opening the Topic in the Dialog Views tab will cause the CK to remove the replicated response and replace it with an "empty" response.
How to add your own audio files for dialogue[edit source]
If you have .wav files that are already what you want for some quest dialogue, there is a very easy way to trick the Creation Kit into using them. So, firstly, go to your response text "Edit Response" window. From here hit the record button. Note, this should work all the time (I didn't even have a mic plugged in), to get something outputted as a Temp.wav file. Now, go to
- C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Sound\Voice
- Or wherever your pathing may be, find the Voice Folder.
That Temp.wav file should be here. To get your own file to work, delete this Temp file, move your .wav file here, and rename it as Temp.wav. The Creation Kit doesn't know the difference, and if you now preview the file, it will be whatever your file was. Next, save the file (the Creation Kit hasn't linked the Temp.wav file with your mod until you do this). To create the appropriate lip files, follow the standard procedure of clicking your file (in the Edit Response window) checking "from wav", and licking generate lip file. From here I like to save again so the lip file also gets linked to your mod (just accept the overwrite warning). And there you have it! You can now use whatever file you want for conversations, thus implying you can record your files OUTSIDE of the low tech Creation Kit stuff that's given.
- --bw117 2:07, 28 May 2012 (EDT)
- All works well, thanks. Recorded PCM wavs in Audacity using good quality mic. Even makes my horrible voice sound -er- reasonable. Copying the temp file somehow breaks the preview and the lip generate button remains grayed out when the lip file radio button is clicked. No matter, on clicking save , all files are generated and stored in Voice\BenduQuest.esp\MaleDarkElf.--Lmstearn (talk) 2015-01-11T22:26:55 (EST)
Beware of Alias Issues![edit source]
I was doing everything correctly according to the tutorial, and yet my dialogue wasn't working. I looked for hours online at solutions involving microphone settings, recording silence, creating custom voice templates, and nothing solved my issue! My NPC just wouldn't initiate the dialogue window and just sat there spouting default "his" and "huhs". The issue actually had nothing to do with my dialogue, but with an alias issue. I had created aliases in which the actors were "initially disabled" in their actor settings, but the aliases weren't set to "allow disabled" in the quest alias settings. This must have caused a feedback loop that stopped my quest from functioning whatsoever, including dialogue! Set any initially disabled actors with aliases to "allow disabled" in your quest alias settings, and you should be good to go! Hope this helps!
Compiling Issues ("Scripting Dialogue" Section of the tutorial)[edit source]
I am following the tutorial and got stuck at the point where you have to copy/paste some script [[3]]:
After pasting the 2 lines of code I press the Compile button and get a Papyrus Errors window[4] stating the following:
Starting 1 compile threads for 1 files... Compiling "TIF__070191F2"... <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__070191F2.psc(3,0): Unknown user flag Hidden No output generated for TIF__070191F2, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__070191F2
I guess the file TESV_Papyrus_Flags.flg is missing ? What could i possibly do to solve this issue, which is blocking my progression in quest making ?
Solution :
It turns out I was working in a flawed environment : I simply updated my Creation Kit from the tools menu in Steam and everything is now running just fine.
I feel like a fool, but will leave this section be so that people in my situation may figure it out.
- Yeah, as of the most recent (and last?) update, "If you press "Compile" you'll see some gobbledygook pop up under "Script Name" to the right", no gobbledygook appeared at all. --Lmstearn (talk) 2015-01-10T05:20:49 (EST)
Bendu Olo will not enter conversation, only speaking "passerby" greetings[edit source]
I have followed the tutorial to the letter several times over, ensured that every window along the way has looked exactly as shown in the examples and yet I'm still having this problem:
Whenever I approach Bendu Olo, he only looks at me and says a generic greeting such as "Need something?" or "Yes, sera?". No conversation or dialogue window is opened. This is the same functionality you get when talking to a guard ("What is it?").
I'm looking at the dates in the history and such and I wonder... by any chance is this guide outdated now? Has the Creation Kit and/or Skyrim been updated so that the steps I'm following are not producing the expected results?
- I'm running into the same thing. I don't know where to look for solutions. One person above uninstalled, and reinstalled everything. I'll give that a go. Someone else said Aliasing, but I didn't play with any aliasing boxes, so I don't think that was it. If anyone knows of a solution/fix from not following the tutorial quite right or something, would be appreciated!
- --AleKahpwn (talk) 00:48, 21 August 2012 (EDT)
- I'm also seeing essentially the same issue. Not this specific tutorial. I've done a number of mods with dialogue that functions, but in my most recent attempts, no dialogue I create actually works. I've recreated quests, done about 5 or 6 different quest objects, tried as many different conditions/settings as I can think of, and I can't get even the most basic of conversations working. Perhaps an issue with one of the recent patches? 1.7 maybe? I've tried pointing to voice types, specific actors (unique and standard). I've tried a number of very different packages on the characters, different races, different relationships. Not a bit of difference.
- --ThirteenOranges (talk) 18:42, 28 August 2012 (EDT)
- I have done this tutorial at least three times now across two different computers and not once has the dialogue functioned properly. I tried the reinstall fix as suggested above and the problem persisted. I am beginning to believe that this is an issue with some of the more recent patches to Skyrim and the Creation Kit. Any information on a cause or solution to this problem would be greatly appreciated by myself and certainly others as well.
- --Genaux (talk) 22:11, 30 August 2012 (EDT)
This is a prety well documented custom dialogue bug as of the 1.7 patch. The work around is as described above, viz., go to the NPC in-game. Save your game. Load that save. Should work. Go to the Creation Kit part of the official Bethesda Skyrim forums and search on dialog bug for more info and current status of fixes (if any). --Shalani (talk) 17:50, 13 October 2012 (EDT)
Dialogue Issue[edit source]
Ok, I've been experiencing a major issue in one of my mods and it's becoming a royal headache.
I've been recording casual dialogue for NPCs in settlements and meddling with the Jarls and their advisors etc (you know, putting stewards and housecarls in holds that didn't have one, even setting Bryling up as the Stormcloak Jarl of Solitude). It started out fine but then it started - all the vanilla NPCs stopped offering their unique dialogue from the "Dialogue<settlement name>" quests, except the dialogue I recorded and the dialogue for NPCs I made. Unique dialogue has disappeared, one hold at a time. It started in Winterhold, then spread to Hjaalmarch, then to Falkreath and The Reach, everywhere else is ok for now. In the affected holds, Jarls have also lost the Jarl prefix to their names and don't sit on their thrones, just wander around their bedrooms spewing generic dialogue. Same goes for most of the stewards and housecarls, and the post-CW quest replacements don't work either. Most of the vanilla vendors in the affected holds have also stopped selling, but trainers are still ok last time I checked.
Anybody had this sort of problem before and know how to fix it? GetTheJojDone (talk) 2013-03-24T08:51:52 (EDT)