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Found 7 results

  1. I have dubbing/translation mod idea with a few friends, and for this we need to edit all spoken dialogue in game- both the audio files and subtitle lines. There are already translation mods, but we're probably editing stuff for better localization. Providing we can record the audio, is there an optimal way to implement such files? The only way i can think of is opening quest by quest in CK and then changing the audio files from each line manually. It would be much easier if I could to visualize all NPC dialogue in a single place, and even more if i could sort by voicetype.
  2. I know it's not as "easy" as replacing already existing voice lines, like the awesome voice replacers for companions from the mod pages, but the big question here is: Is it technically possible to mod in a voiceline to each of the player character's response? And the second or alternate question to that would be: Would be easier to create a play-on-mouseover way that ticks as soon as you select the line you would consider to answer. (Games used that method as well before, even if more rarely executed) Ofc the voice lines would've to be bound to the voice choice the player picks at CC screen, so that would probably be of importance to think of when considering code alterations to my understanding and comprehension. So... If you've gotten into the modding of BG3 some deeper and might have an idea, please share it. I've done one or two adjustments in character creation myself already, so I am not totally new to the whole editing process of BG3, yet far away from expert status ofc. Thanks in advance. Disclaimer: (optional)
  3. I'm currently working on a mini dlc mod that reintroduces the enclave as a side faction. I'm using XDI to gain more control over the main character dialogue since he'll be silent. My problem is, I want to add professional voice acting into my npcs and I wondered if it's ok if I use voiceovers from past fallout games that I download from youtube. I won't be using the original files. Also, I'm extending my luck here, what about Fo76 voiceovers?
  4. I have a bunch of ideas for a male follower I'd voice myself since I have the means to record it in high quality. Comments for specific locations, situations, npcs, items, random comments, convesations, backstory. Behavior ides and such. I'm inspired to work on this, but I am not sure how to code it myself, is there perhaps a skeleton follower mod to which I can add these things?
  5. I want know when a guard says "I'd be a lot warmer and a lot happier with a bellyful of mead". Thanks!
  6. Hello! Ill get straight to the point, im relatively new to sound modding in skyrim, and i have never made a mod outside of the creation kit. I have made a bunch of sound replacers, replacing the bandit voicelines and i cant get it to work. I have made the sound files and changed the name to the original name of the voicelines and converted them into .fuz files. I then made the same folderpath in the mod as they are in the game ( Data/ sound/ voice/ skyrim.esm/ malebandit/ ) and put my .fuz files in there. I later tried to launch the game, having activated the mod in NMM but i still didn't hear them ingame. Did i do something wrong? I appriciate any type of help that i can get :)
  7. I'm working on my first custom voiced follower mod, and want to add certain voice lines that will only activate when the player is encumbered, I've been able to use the conditions for many other things, like checking which items the player has in their inventory, the time of day, etc. Though I can't seem to find a way to set encumbrance as a condition. Anyone have any ideas how I could make that happen?
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