[RELZ] Voiced Vivec and Yakety Yagrum

Post » Sat Dec 10, 2011 2:03 pm

http://www.tesnexus.com/downloads/file.php?id=40994

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9364

Both Vivec and Yagrum Bagarn have voices. However, for whatever reason, Bethesda did not include these voice files in the game. They exist, but are not in.
This mod rectifies that, and adds in their missing voices. Yagrum now greets the player, will ramble when not doing anything else, and screams horribly when you murder him, you monster.
Vivec will now greet the player, also ramble, and throws various taunts at the player should you choose to fight him.

COMPATIBILITY:
Please note that both mods add activators to the Corprusarium Bowels and Vivec's palace. Most mods should be compatible with these mods, but just in case, any mod that modifies those two cells should load after Voiced Vivec and Yakety Yagrum

CREDITS AND USAGE:
All sound credits go to Bethesda. I just made the scripts.
If you want to use pieces of this mod for whatever reason, that's fine. Just credit me and give me a heads up, I always like to see what people do with my mods.
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gary lee
 
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Post » Sat Dec 10, 2011 5:27 am

Most entertaining mod description and names in a long time. A+++++
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Chris Johnston
 
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Post » Sat Dec 10, 2011 12:37 pm

Sounds great, I did not realize that they actually had voice bits. Is there a way to do it without scripts even though they are creatures?
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Dominic Vaughan
 
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Post » Sat Dec 10, 2011 8:50 am

Sounds great, I did not realize that they actually had voice bits. Is there a way to do it without scripts even though they are creatures?


Not that I'm aware.
Yagrum actually has his files set up to be a normal greeting, but apparently because he's a creature it doesn't work. Even Dagoth Ur uses scripts to greet the player.
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Kara Payne
 
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Post » Sat Dec 10, 2011 12:19 pm

Nice find! I wonder if there might be even more hidden soundfiles :P
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Nicole Elocin
 
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Post » Sat Dec 10, 2011 2:16 am

Not that I'm aware.
Yagrum actually has his files set up to be a normal greeting, but apparently because he's a creature it doesn't work. Even Dagoth Ur uses scripts to greet the player.

And as you mentioned earlier, the script on Dagoth Ur actually makes the PLAYER emit the sound files.
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Mark Hepworth
 
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Post » Sat Dec 10, 2011 3:37 am

Wow, great, it'll add o lot to the game sound atmosphere! Thank you.
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Shiarra Curtis
 
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Post » Sat Dec 10, 2011 1:14 pm

Up on PES now. That was fast.
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I’m my own
 
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Post » Sat Dec 10, 2011 3:31 am

I knew the last dwarf has voice files in the construction set, but I didn't know even Vivev had them (eventhough, they are not used in the cs).

You could place an activator in vivec's/yagrum's room, that detects when the pc is near to them, and randomly starts the voiced greeting.
Then, you could use the voice files converted to .wav format, and assign them to vivec and the last dwarf in the soundGen.

the converted files, are http://www.megaupload.com/?d=Q4NW8NTD
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Damned_Queen
 
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Post » Sat Dec 10, 2011 5:13 am

I knew the last dwarf has voice files in the construction set, but I didn't know even Vivev had them (eventhough, they are not used in the cs).

You could place an activator in vivec's/yagrum's room, that detects when the pc is near to them, and randomly starts the voiced greeting.
Then, you could use the voice files converted to .wav format, and assign them to vivec and the last dwarf in the soundGen.

the converted files, are http://www.megaupload.com/?d=Q4NW8NTD


I did think about doing that, but I didn't really want to add any new files besides the actual plugins.
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Nathan Risch
 
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Post » Sat Dec 10, 2011 10:19 am

I did think about doing that, but I didn't really want to add any new files besides the actual plugins.
There is no need to convert files to .wav to create Sound objects in the CS, just enter a * meta character in the file name to be able to see and load the .mp3 file format from the Select sound file dialog in CS.
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Brad Johnson
 
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Post » Sat Dec 10, 2011 12:05 pm

Using an activator sounds like a good idea to me. You'll need to make a few other checks as well, though, to ensure the creatures are still alive and the player hasn't "relocated" them, etc.
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Emilie Joseph
 
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Post » Sat Dec 10, 2011 5:54 am

Alright, turned it into an activator. Works just as well.
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Mizz.Jayy
 
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Post » Sat Dec 10, 2011 11:09 am

Really looking forward to getting far enough to try this out. Great find, and thanks for releasing it for all of us! :thumbsup:
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Shirley BEltran
 
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Post » Sat Dec 10, 2011 4:22 am

Very nice! I love mods that restore lost content the most.
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Killah Bee
 
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Post » Sat Dec 10, 2011 4:36 pm

Thank you for this! I had no idea these files existed; your mod should make meeting these two characters more interesting.
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Sandeep Khatkar
 
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