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Skyrim Creation Kit (Public) CKPublic
STEAM GROUP
Skyrim Creation Kit (Public) CKPublic
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February 7, 2012
dimmu1313 Mar 10, 2014 @ 7:15pm
Multiple lines of dialog
So I think I'm experiencing the strange "bug" where even though i record audio on my infos, in-game no audio plays and subtitles just flash in rapid succession. I read about needing to convert my audio to a different format, but when I went into my skyrim subfolder where I expect to find the audio, there are no files there. So that's wierd issue #1.

My second issue is more of a question. Is it actually necessary to record audio in order to keep the subtitles on screen?? I mean, all I really want, since neither I nor anyone I know is a voice actor (despite my aspirations) and I simply can't record decent sounding audio. I have a mic on my webcam and that's it. It sounds like garbage. But many games have audio-less dialog, so why all the hubbub about recording vocals? Is there not a way to simply force the subtitles, i.e., the info text, to stay on the screen for a few seconds other than what feels like a brute force method of recording blank audio (or in my case, very noisy high-pitched fuzz along with my mouse clicks)??? I can't believe there isn't a papyrus script out there that somehow "delays" the display of the text.

Last question, which I think is a bit simpler: am I correct in adding mutiple single-line infos (responses) to a single topic in order for the npc to speak several lines in succession as a response to the player's selection? In other words, when the player chooses an option like "Tell me a story" I want the npc to then give some (let's say) 30-second diatribe. Obviously I can't do that with a single 145-character info. This is yet another topic that seems like such a common thing to encounter in-game, and yet every tutorial I find just gives a cursory "here's how you add a response" and no one ever explains what to do in the case of a multi-line response.
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Showing 1-5 of 5 comments
Maywood Apr 5, 2014 @ 2:27pm 
Hi - in case you still need help with this issue:

when I went into my skyrim subfolder where I expect to find the audio, there are no files there.

1. Simple, but easy to forget: are you sure you clicked "save" after recording?
2. Here's[wiki.tesnexus.com] a nice guide on recording and managing your files, even w/out Creation Kit.

Is it actually necessary to record audio in order to keep the subtitles on screen?

AFAIK yes, since that is the only (proper) way to give the player enough time to actually read the text. If you have too much background-noise just lower the input volume of your mic before recording silence (in Windows you find these settings under Sound > Recording > Properties of your mic > Levels)

am I correct in adding mutiple single-line infos (responses) to a single topic in order for the npc to speak several lines in succession as a response to the player's selection?

I myself did it that way and will have my first real try at voice-acting tomorrow so I havn't tested it yet, but as it is stated in the CK-Wiki here[www.creationkit.com], you should be correct yes.
Last edited by Maywood; Apr 5, 2014 @ 2:30pm
dimmu1313 Apr 5, 2014 @ 3:22pm 
Originally posted by Maylle:
Hi - in case you still need help with this issue:

when I went into my skyrim subfolder where I expect to find the audio, there are no files there.

1. Simple, but easy to forget: are you sure you clicked "save" after recording?
2. Here's[wiki.tesnexus.com] a nice guide on recording and managing your files, even w/out Creation Kit.

Is it actually necessary to record audio in order to keep the subtitles on screen?

AFAIK yes, since that is the only (proper) way to give the player enough time to actually read the text. If you have too much background-noise just lower the input volume of your mic before recording silence (in Windows you find these settings under Sound > Recording > Properties of your mic > Levels)

am I correct in adding mutiple single-line infos (responses) to a single topic in order for the npc to speak several lines in succession as a response to the player's selection?

I myself did it that way and will have my first real try at voice-acting tomorrow so I havn't tested it yet, but as it is stated in the CK-Wiki here[www.creationkit.com], you should be correct yes.


Thanks for the help! I've actually been working non-stop on this mod since before I posted this. Hundreds of hours and lots of debugging and troubleshooting later, I have most issues figured out and actually have become quite adept at papyrus, etc.

Unfortunately, quests in general are extremely buggy, especially when it comes to dialog and almost always when aliases are involved. I've pretty much had to resort to removing npc's from the equation entirely, thereby eliminating dialog, and have had to turn off "start game enabled" and am starting quests with triggers. I'm well aware of the SEQ issue, but unfortunately haven't gotten a couple of big questions answered around that issue. One is: when I archive/pack my files into the BSA in CK to upload to steam, it doesnt allow me to add the SEQ file. So how the heck are people who use Steam supposed to play these quests? strangely enough, I've only had one or two say that dialog wasn't available. I can't remember the other issue, but it was related to that :/

Anyway, the CK and modding in general has been largely fun, but the amount of work compared to the amount of notice the mod gets and the number of subscribers, despite lots of forum plugging and cross-posting, just makes it feel not really worth it :( I am at something like 300 hours put into the mod, and honestly I just don't see how some of these people get thousands of subscribers, etc. I would love to keep doing it, but the lack of feedback and number of people actually downloading and playing it is so disappointing it is hard to press on.

anyway, thanks again for the help!
Maywood Apr 7, 2014 @ 5:15am 
Good to hear that you made progress since that post! I've also heard about bugs in the quest system and have encountered a few on my own, but usually there's a solution to everything. The problem is just how to find it :].
Don't know what you mean w/ the SEQ issue, but as for the problem you have when exporting from within the CK: what about using a third party BSA-tool to create your archives?

I've only had one or two say that dialog wasn't available.
So does that mean those one or two people were the only ones to give feedback at all, or that you had just a very small portion of feedback complaining about missing dialogue? In the latter case, it does not always have to have to do with your mod: could also be the cause of dirty savegames, etc.

As for the part about modding not being worth it:
I honestly have to say that I've been actively modding for only a short time now, mostly because I had other projects in the way, so I'm still rather "fresh" when it comes to motivation in this field. However, personally, I wouldn't say I do this for the stats the mod might get. I rather do this to learn about modding itself, to have fun doing it, and even if my mods get only five people to enjoy them...hey, that's FIVE other people that like your stuff, and that means you did something right^^. Sure it's time-consuming and no-one would complain to see their mods get into the top-listings of the forums they're uploaded to, but after all, this is still a hobby. Nothing more, nothing less, and a hobby primarily lives off 1) being ready to invest the time and 2) genuinely enjoying it.

Again, that is just my personal opinion on the subject, but consider thinking about it!
- Maylle
dysphorya Jun 28, 2014 @ 9:16pm 
Originally posted by dimmu1313:
Unfortunately, quests in general are extremely buggy, especially when it comes to dialog and almost always when aliases are involved. I've pretty much had to resort to removing npc's from the equation entirely, thereby eliminating dialog, and have had to turn off "start game enabled" and am starting quests with triggers. I'm well aware of the SEQ issue, but unfortunately haven't gotten a couple of big questions answered around that issue. One is: when I archive/pack my files into the BSA in CK to upload to steam, it doesnt allow me to add the SEQ file. So how the heck are people who use Steam supposed to play these quests? strangely enough, I've only had one or two say that dialog wasn't available. I can't remember the other issue, but it was related to that :/

Sorry for the necro.

I recommend using Bethesda's Archive.exe instead of CK for creating the BSA. You can find Archive.exe inside your Skyrim directory (one level up from the Data directory).

There is a good Archive.exe tutorial on the CK Wiki[www.creationkit.com]. Toward the bottom, it also explains how to include this externally-created BSA with your ESP during upload to Steam.
dimmu1313 Jun 29, 2014 @ 2:01pm 
Originally posted by dysphorya:
Sorry for the necro.

I recommend using Bethesda's Archive.exe instead of CK for creating the BSA. You can find Archive.exe inside your Skyrim directory (one level up from the Data directory).

There is a good Archive.exe tutorial on the CK Wiki[www.creationkit.com]. Toward the bottom, it also explains how to include this externally-created BSA with your ESP during upload to Steam.

Wow thanks! I've actually worked extensively on my mod -- still not completely finished -- since I originally posted here, but honestly this is the first I've heard of the Archive.exe tool. A quick glance at the CK Tutorial page you linked shows at the very least that it's a pretty interesting tool. Thanks again!
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