[RELzWIPz] Interesting NPCs

Post » Sun May 27, 2012 9:05 pm

Hi there. I can answer this one for ya: I'm using Blue Snowball microphone and edit my audio lightly with audacity post-recording (remove noise, sometimes level the volume if the spikes are painful). Sometimes the mic gets moody (or there's noise around, whoever knows what bothers it) and I record under a blanket Groke-style to avoid fishy reverb and whatnot. I record in my normal room, no studio, booths or what not. I once had a booth made of books but my cat fancied slapping it passionately and I gave up on trying. Little beast. Hope that's an answer enough for you :smile:

Heh, I totally didn't recognize you with the different username and such. ;)

Since you'll be doing Callen, I understand, this makes for quite a few voices slated for the near future, though it depends on how fast the various voice actors work. Fironet and Clario also appear to have gotten their actors. ;)
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Sun May 27, 2012 11:12 pm

That's the pair! :smile: A good back-story REALLY helps. It can even explain away bugs and errors sometimes - I had a good one worked out for why Elragail called Thamriel "he" in Oblivion, but lacked the voice acting talent/scripting ability to do anything about it.

Heh, pretty obscure mistake to make a backstory for, that. :P

If you have suggestions about what kind of NPCs Skyrim could use, do let us know - as we get better, more things become possible so that should help. E.g. right now we're inserting some quests, in time we may get to the point of making a faction of NPCs with their own questline, much like the canon ones, who knows? :)
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Sun May 27, 2012 9:37 pm

Just thought I'd drop in and say hi before the new thread smell wears off. Smells like hickory.
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Sun May 27, 2012 8:54 pm

Hi there. I can answer this one for ya: I'm using Blue Snowball microphone and edit my audio lightly with audacity post-recording (remove noise, sometimes level the volume if the spikes are painful). Sometimes the mic gets moody (or there's noise around, whoever knows what bothers it) and I record under a blanket Groke-style to avoid fishy reverb and whatnot. I record in my normal room, no studio, booths or what not. I once had a booth made of books but my cat fancied slapping it passionately and I gave up on trying. Little beast. Hope that's an answer enough for you :smile:
Hey, thanks for the detailed response! Glad to hear that this kind of quality can be achieved in that sort of environment. I'm looking into getting a Snowball for myself and hope to try out voice acting around here.
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Mon May 28, 2012 5:19 am

If you're ever willing to help out with this mod, we'll be glad to have ya. :P
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Sun May 27, 2012 9:38 pm

Those are the most exciting screenshots of dialogue I've ever seen. Nicely done! I will have to give this a try.
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Mon May 28, 2012 4:55 am

Those are the most exciting screenshots of dialogue I've ever seen. Nicely done! I will have to give this a try.

I think the best dialogue currently in the mod isn't included here, mostly because it would be spoilery. Already at least one person reported a spit-take on a particular character, for example. Excellent. ^^

Another large quest is slated to be included in one of the next versions, I'm still debugging it. It's not all just talk, even if it does add a ton of interesting conversations and scenes to many parts of the game. :)
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Sun May 27, 2012 10:29 pm

This looks excellent - have downloaded and will definitely be added to my next playthrough.

A couple of thoughts:

1) Non-combat quests. As I've posted elsewhere, there's plenty of fighting to be done in Skyrim, but not many non-violent quests. Sometimes even basic fetch-quests are more interesting than "go here, kill him, get reward". Yawn.

With the amount of dialogue you're adding, the possibilities are endless - complex murder mysteries to solve by talking to witnesses, negotiations between parties to solve a dispute - anything!
Even if it's just interactive storytelling like the old "choose-your-own-adventures" books.

Here's a post I made in another thread:
For me, character interactions are much more interesting than hack 'n' slash - and finding non-combat solutions to quests is very important to me. Remember the old Lucasarts games? Little (if any) combat - Indiana Jones, Monkey Island etc. Now I'm not saying that Skyrim should get rid of combat or have pointlessly contrived puzzles, just add some more quests that don't involve killing anything. When I did the main quest I was delighted that
Spoiler
as I had refused to join sides in the civil war I was able to get both sides around the negotiating table at High Hrothgar.

2) The game world seems very static. Once you've done everything in an area, there's not much of a reason to go back. How about adding some of the NPCs over time?

The first time you go to a town, there's loads of people to speak to and loads of quests, but by the time you've returned a few times, there's nobody new and nothing new to do other than radiant quests. If you could add NPCs to a town over time (either after a set number of days, or after the player has completed a set number of vanilla quests in the town) this would help breathe more life into the game and help the game's longevity, as well as making the world seem less static. It'd be very refreshing to see someone new every now and then, giving a sense of movement to the world. I'm concerned that with this mod the world will seem overcrowded at the start, particularly for new players, but will seem even emptier once everything has been done in an area.

And how about adding some of the NPCs as random encounters?


As for the old "Integration: The Stranded Light" mod, ironically for me the one thing it didn't do very well was to integrate into vanilla (however respectful it may have been of past games) - the characters all seemed a little "off" - and I think in the even grittier Skyrim setting, the more otherworldy or comedy NPCs might be a little jarring. That's not to say they won't have their place or their fans. And I admit the Dwemer construct does look fun! Maybe an optional esp for the more otherworldly characters?
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Mon May 28, 2012 4:22 am

1) Non-combat quests. As I've posted elsewhere, there's plenty of fighting to be done in Skyrim, but not many non-violent quests. Sometimes even basic fetch-quests are more interesting than "go here, kill him, get reward". Yawn.

With the amount of dialogue you're adding, the possibilities are endless - complex murder mysteries to solve by talking to witnesses, negotiations between parties to solve a dispute - anything!
Even if it's just interactive storytelling like the old "choose-your-own-adventures" books.

There's two non-combat quests in the game now : the two minor ones. The big one does contain quite a lot of fighting (indeed, some pretty tough battles here and there!) and the next one has a single combat-related step, though both have plenty of dialogue despite this. The two minor ones can actually be failed in a number of ways so being halfway smart is pretty useful for them. :)


2) The game world seems very static. Once you've done everything in an area, there's not much of a reason to go back. How about adding some of the NPCs over time?

Right, some NPCs should only come out when it's a sensible scenario, and that's balance things out a bit too. Still, most NPCs here are not squat in the middle of a city so you won't just come across them every time.


The first time you go to a town, there's loads of people to speak to and loads of quests, but by the time you've returned a few times, there's nobody new and nothing new to do other than radiant quests. If you could add NPCs to a town over time (either after a set number of days, or after the player has completed a set number of vanilla quests in the town) this would help breathe more life into the game and help the game's longevity, as well as making the world seem less static. It'd be very refreshing to see someone new every now and then, giving a sense of movement to the world. I'm concerned that with this mod the world will seem overcrowded at the start, particularly for new players, but will seem even emptier once everything has been done in an area.

Given the size of the world, we aren't exactly overrunning it. This isn't wars in skyrim or such, with dozens of new ones in a single area. ;) Quality over quantity.

And how about adding some of the NPCs as random encounters?

What do you mean by that? Some travel so you can just come across them on the road, etc.

As for the old "Integration: The Stranded Light" mod, ironically for me the one thing it didn't do very well was to integrate into vanilla (however respectful it may have been of past games) - the characters all seemed a little "off" - and I think in the even grittier Skyrim setting, the more otherworldy or comedy NPCs might be a little jarring. That's not to say they won't have their place or their fans. And I admit the Dwemer construct does look fun! Maybe an optional esp for the more otherworldly characters?

Well, there's mostly sensible characters so far, and even the Dwemer Construct goes on about information related to the historical dwemer, while being a pretty funny guy in general. There's quite a few characters that have an amusing or interesting side to them while being completely coherent within the narrative of Skyrim.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Mon May 28, 2012 12:23 am

There's two non-combat quests in the game now : the two minor ones. The big one does contain quite a lot of fighting (indeed, some pretty tough battles here and there!) and the next one has a single combat-related step, though both have plenty of dialogue despite this. The two minor ones can actually be failed in a number of ways so being halfway smart is pretty useful for them. :smile:

Good to hear. Any chance of some more non-combat quests as a part of this mod? I prefer talking to fighting, and it would be nice to build a more pacifistic character.

Right, some NPCs should only come out when it's a sensible scenario, and that's balance things out a bit too. Still, most NPCs here are not squat in the middle of a city so you won't just come across them every time.

Great to hear!

Given the size of the world, we aren't exactly overrunning it.

Not yet, but at the speed at which you're adding more characters... ;)

What do you mean by that? Some travel so you can just come across them on the road, etc.

As far as I understand, http://elderscrolls.wikia.com/wiki/Random_encounters is a mechanic introduced by Bethesda in Fallout 3 and continued with Skyrim to place events at predetermined locations but at random times - presumably there's an option somewhere in the CK to add events to this.

Well, there's mostly sensible characters so far, and even the Dwemer Construct goes on about information related to the historical dwemer, while being a pretty funny guy in general. There's quite a few characters that have an amusing or interesting side to them while being completely coherent within the narrative of Skyrim.

That's the feeling I got from reading about the mod and looking at the videos and images - it's just that I wanted to avoid the situation I had with Integration: The Stranded Light which I really wanted to use as I liked the concept, but the odd NPCs took me out of the game so much that I ended up uninstalling it.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Sun May 27, 2012 7:47 pm

Good to hear. Any chance of some more non-combat quests as a part of this mod? I prefer talking to fighting, and it would be nice to build a more pacifistic character.

I'm working on the outline for a large dialogue-focused quest, with Speech and thief skills in particular being particularly useful. It's similar to a suggestion you made : a murder's been committed and there's three suspects, each of which insists that they're innocent and all of which have rather damning marks against them. If you're good enough, the true culprit behind the whole thing can be unmasked, though. Pickpocketing and stealing stuff allows you to gather circumstantial evidence or ways to bribe these characters, and so forth.

Great to hear!

Right now quite a few are in various towns or cities, and we have eventually remove an NPC or two from the default game (the generic one-line guys) to slightly different locations so that places aren't constantly filled with many characters that it gets annoying. Right now one on the team is working hard to make a functional and awesome-looking area that'll allow us to populate a new place with a very different feel than mainland Skyrim without it getting in anyone's face.

Not yet, but at the speed at which you're adding more characters... :wink:

Fair enough, though if we had more female voice actors we might not run into this issue of having 50 characters but only 20 voiced. :P


As far as I understand, http://elderscrolls.wikia.com/wiki/Random_encounters is a mechanic introduced by Bethesda in Fallout 3 and continued with Skyrim to place events at predetermined locations but at random times - presumably there's an option somewhere in the CK to add events to this.

Will look into it, thanks.

That's the feeling I got from reading about the mod and looking at the videos and images - it's just that I wanted to avoid the situation I had with Integration: The Stranded Light which I really wanted to use as I liked the concept, but the odd NPCs took me out of the game so much that I ended up uninstalling it.

Right, the island that's being built will allow us to go a little outside the Skyrim mold as far as characters go, closing in more on morrowind than anything else - nobody cares much for what goes on in the frozen North, anyway. This place, of course, is completely optional so people who prefer just the Skyrim stuff are free to do so. :)
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Sun May 27, 2012 11:53 pm

I'm working on the outline for a large dialogue-focused quest, with Speech and thief skills in particular being particularly useful. It's similar to a suggestion you made : a murder's been committed and there's three suspects, each of which insists that they're innocent and all of which have rather damning marks against them. If you're good enough, the true culprit behind the whole thing can be unmasked, though. Pickpocketing and stealing stuff allows you to gather circumstantial evidence or ways to bribe these characters, and so forth.

Great - that's exactly the sort of quest I had in mind. Would be nice to have a non-thief way to uncover the culprit as well - why can't I just play as a nice guy? :)

Right now quite a few are in various towns or cities, and we have eventually remove an NPC or two from the default game (the generic one-line guys) to slightly different locations so that places aren't constantly filled with many characters that it gets annoying. Right now one on the team is working hard to make a functional and awesome-looking area that'll allow us to populate a new place with a very different feel than mainland Skyrim without it getting in anyone's face.

That's a great way to deal with it!

Fair enough, though if we had more female voice actors we might not run into this issue of having 50 characters but only 20 voiced. :tongue:

Have you tried posting on http://www.castingcallpro.com and http://www.starnow.co.uk/? It's free to post. I work with professional actors in my day job (which I should be doing right now!) but at the level I work they wouldn't work for free - but the sites I posted often have people looking to build a portfolio of work in exchange for a video of their work. I've seen modders advertising for voice actors there before now.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Mon May 28, 2012 2:07 am

Great - that's exactly the sort of quest I had in mind. Would be nice to have a non-thief way to uncover the culprit as well - why can't I just play as a nice guy? :smile:

Speech will allow you to do much the same thing via persuade/intimidate, and bribing is of course open to everyone. ;)

That's a great way to deal with it!

Thanks. :)

Have you tried posting on http://www.castingcallpro.com and http://www.starnow.co.uk/? It's free to post. I work with professional actors in my day job (which I should be doing right now!) but at the level I work they wouldn't work for free - but the sites I posted often have people looking to build a portfolio of work in exchange for a video of their work. I've seen modders advertising for voice actors there before now.

Haven't, though I'll look into it. Bit apprehensive about going to such places with what's basically a fan project. :P
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Sun May 27, 2012 11:53 pm

Regarding random encounters: I've discovered that when two mods touch the same kind of random encounter (for instance, they both add new road encounters to the Vanilla list), they'll conflict. I've posted in the Wrye Bash thread to see if they can build a Bash patch feature for this, but in the meantime, any random encounters you add increase the likelihood of conflict.

Just a heads up!

(Grabs the two VO links and runs.)
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Mon May 28, 2012 6:35 am

Regarding random encounters: I've discovered that when two mods touch the same kind of random encounter (for instance, they both add new road encounters to the Vanilla list), they'll conflict. I've posted in the Wrye Bash thread to see if they can build a Bash patch feature for this, but in the meantime, any random encounters you add increase the likelihood of conflict.

Just a heads up!

(Grabs the two VO links and runs.)

Thank you, will keep an eye on that.

2 new characters are due in the next patch alongside a new voiced one and perhaps a large quest if I can get it done.

Cheers. ^^
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Mon May 28, 2012 6:14 am

Just had a CTD mid-conversation with Okhapi (in Karthwasten I believe, a mine, anyway). Might have been something else killing the game while we were talking, but as it was precisely when a line of dialogue finished, it seems a bit too coincidental to be something else... Just a heads up, anyway. Great mod.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sun May 27, 2012 8:28 pm

Just had a CTD mid-conversation with Okhapi (in Karthwasten I believe, a mine, anyway). Might have been something else killing the game while we were talking, but as it was precisely when a line of dialogue finished, it seems a bit too coincidental to be something else... Just a heads up, anyway. Great mod.

Thanks, do you know which line is the offending one? I can't imagine very many things in dialogue crashing the game, but at least I can see if it's replicable.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sun May 27, 2012 9:23 pm

Version 1.51 is going up right now:
Version 1.51
  • Added NPCs Orenius, Wander-Lust and Leif
  • Added audio to Clario Moorsley and NPC to NPC interactions for Moris, Salty-Throat and Hjoromir
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Sun May 27, 2012 6:53 pm

Thanks, do you know which line is the offending one? I can't imagine very many things in dialogue crashing the game, but at least I can see if it's replicable.
She told me about her debts, I said "so you're working to pay them off? Admirable", she told me how to spot a good wolf, I said "but you still lost all your money" and I think it was after her answering dialogue, just as new options flashed up, that it CTD'd. Maybe there was another set of responses too... hope that helps.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sun May 27, 2012 10:32 pm

She told me about her debts, I said "so you're working to pay them off? Admirable", she told me how to spot a good wolf, I said "but you still lost all your money" and I think it was after her answering dialogue, just as new options flashed up, that it CTD'd. Maybe there was another set of responses too... hope that helps.

Thanks, will look into it! :)
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sun May 27, 2012 10:11 pm

Well, just a heads up : about 3 more voices are getting ready for release in the coming week probably; 6 characters got assigned voice actors on top of that as well, so we should see an upsurge in the total number within a short time that brings the voiced version closer to the full one.

Cheers. :)
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Mon May 28, 2012 6:54 am

Here is something to keep an eye upon when nesting the dialogue:
If I just enter a conversation with Godrod the Hammer and exit without choosing any of the replies, he will be locked and I can not enter dialogue again.
Changing cell does not help.
So some kind of reset might be in order?
EDIT: Clarification; this applies to the very first dialogue. Just click him once but not saying anything that is. END


Cheers!
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sun May 27, 2012 7:06 pm

Here is something to keep an eye upon when nesting the dialogue:
If I just enter a conversation with Godrod the Hammer and exit without choosing any of the replies, he will be locked and I can not enter dialogue again.
Changing cell does not help.
So some kind of reset might be in order?
EDIT: Clarification; this applies to the very first dialogue. Just click him once but not saying anything that is. END


Cheers!

Thanks, i'll pass that along - it's probably an easy fix. :)

Cheers.
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sun May 27, 2012 9:39 pm

http://www.youtube.com/watch?v=ttbELq6IkP4
http://www.youtube.com/watch?v=uoe9nid7mXY
http://www.youtube.com/watch?v=QYs_RrL4Cb4
http://www.youtube.com/watch?v=3_tJcab2rfU

All content of the next patch; besides this, also 2 new full characters.

Stay tuned. ^^
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Sun May 27, 2012 3:21 pm

Wow, very nice. Enjoy that parable very much :)
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

PreviousNext

Return to V - Skyrim