Adding a new voice to CK. How?

Post » Wed Feb 11, 2015 10:23 am

I've modified some creatures voices, bear, dog, etc to a higher pitch so they sound younger but I don't know how to get the .wav files into CK as a voice. In the actor ID form the voice types are listed but I don't see a way to get a new voice into CK.

Anybody had experience with this and knows how? Thanks.

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Nims
 
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Post » Wed Feb 11, 2015 5:19 pm

As a quick note before you hit the same wall as I did, be aware that quite a few of the noises the animals make are imbeded in the actor's animations/behaviour files. I learned this the hard way when I wanted to make a dwemer hoverbike out of the vanilla horse. I swapped the mesh nice and thought I changed the voice to machine noises, but when I went in-game it was still huffing and neighing at me in defiance

- Hypno
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Minako
 
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Post » Wed Feb 11, 2015 1:39 pm

creatures (all i've done anything with anyway) don't have voice audio files like actors, they have infos with no voice file, but a sound fx file selected.

these files are under, uhm, sound\fx\npc\ iirc.

to change creature voices, i think it should do to just make them a new dialogue quest with a higher priority than their original ones and the same topic types, and they'll override (tested and confirmed in my Chicken Fix, Donkey King and a couple other mods), and you don't even have to alter any of their vanilla stuff for this

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Alina loves Alexandra
 
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