Skyrim Npc Editor Tutorial

2020年12月17日
Download: http://gg.gg/nje4f
*3Let’s do this!
*Skyrim Npc Editor Tutorial Minecraft
*Npc Editor Mod Skyrim
*Skyrim Npc Editor Tutorial Software
In NPC Editor - Just choose a NPC with the same gender, race and make all cosmetics settings (colors) as in your ESP. Then export (create mod) in any directory such as documents (not Skyrim). Rename the created facetint to the name of Facetint that has CK export ((is the NPC ID.dds). And replaced the old exported CK - Facetint with new FaceTint. For NMM Users: Install NPC Visual Transfer using ’Download with Manager’, and install the mod as usual. In your Data folder, you should see a NPC Visual Transfer folder. Inside, there will be a.bat file- run that. When running this the first time through, it will ask you if you want to create a new.esp for the Visual Transfer data.Overview
This guide is a complete tutorial on how to include Voice Acting into your Skyrim mods. It will assume that you already have recording equipment (at least a PC microphone for some basic recording) and knowledge with the Creation Kit dialogue system.Required Tools
*TES V: Skyrim Creation Kit (available on Steam)
*(optional) Audacity - if you want to record voice files without the help of the Creation Kit Let’s do this!
There are two different ways to go about this. You can use the Creation Kit’s built-in recording features, or you can record your files with external software and include them in your modification. The first steps are the same for both methods, so let’s continue for now.Preparation
Before jumping into the Creation Kit, we need to create a few new folders.
*Navigate to the ’Data’ folder inside your main ’Skyrim’ folder. For a default installation, this should be similar to C:Program Files (x86)Steamsteamappscommonskyrimdata
*Your ’Data’ folder should have a bunch of other folders and some files. Now double-click to open the ’sound’ folder: ’sound’ folder
*Now open the ’voice’ folder. If you do not have such a folder, create one yourself: ’voice’ folder
*Now is one of the most important steps. Inside the ’voice’ folder create a new folder which has exactly the same name as your plug-in, including the extension. For this example, my plugin was named ’test.esp’, so I created a folder named ’test.esp’: Creating the ’test.esp’ folder
*Open your new folder. Now we need to create one or more new folders, with a name corresponding to the voice types the NPCs in your plugin will receive. I will use a voice type that already exists in the editor, named ’MaleYoungEager’, so I created a folder named ’MaleYoungEager’. If you have more NPCs, you will have more folders, one for each of them. NOTE: If you are not sure what a voice type is, follow my example and we’ll go back to this later. Creating the ’MaleYoungEager’ folder.
That’s about it for now. Go back one folder, so you’re back in the ’voice’ folder and let’s keep this open. We’ll need it later. We can now open the Creation Kit and start working!Modifying our NPC
IMPORTANT NOTE: Before starting work, make sure you have already saved your plugin at least once and given it a name! I already assumed that you have previous knowledge of creating NPCs, Quests, and Dialogues, so you probably already have one or more Actors created specifically for your plugin. We might have to modify them slightly, in order to make sure everything works fine.
One by one, double click each of your custom NPCs in the Object Window to open their properties window. Modify the Voice Type field for each of them, in order to match the folders you created in the last step of the ’Preparation’ part of this guide. NOTE: The Voice Type you choose is irrelevant if you are going to do all the voice acting yourself. Just choose something different for each NPC (for convenience), and make sure you have your folders in order!Image 1
NOTE2: If you do not know how to make a quest, along with the necessary dialogue, the official Creation Kit wiki has an extremely good series of tutorial. I suggest you read and follow those tutorials, except for the part with the voice acting, which I’ll cover here. Click here to be redirected to the first tutorial in the Quest Design Fundamentals, on the Creation Kit Wiki (I do not own anything on that site, I’m just linking it for your convenience).Method 1: Using the Creation Kit’s built-in recording features
If you want to use the Creation Kit’s built-in recording features, then continue following these steps!. If you want to use your own files, recorded separately, jump to the next section!
*Make sure you saved changes to your NPC(s) and now let’s navigate to our quest in the Object window, and double click on it to open its properties. Select the ’Dialogue Views’ tab and select the Dialogue View you want to add Voice Acting to. For this tutorial, I just threw together several lines of dialogue: My example dialogue
*Let’s work on the first topic. Double-click on the NPCs response (’Why, actually, yes!...’ in my case) to open up the Topic Info.
*Now double click on the entry in the Response Text table: The response we’ll be adding voice to
*This will open up the Edit Response window. If everything went well, we should see one entry in the table above the Record/Preview/Save buttons: Make sure you see this!
*Now we will really start recording. Press the Record button, do the acting, and press Done. If you do not want to use your voice, you can just press the Record button, stand silent for a few seconds and the press done. This will create a sound file with no actual sound in it, and you can then use that ingame. The NPC will not say anything, but it will give you and the people playing your mod time to read the lines. The Record panel
*Now, before closing this window, take a look at the value in the field ’Voice Filename’. Select it and press CTRL-C to copy it (Razz_TestQ_Razz_TestQuestM_00000D67_1 is the value for me): Copy this value!
*Press OK to close the ’Edit Response’ window.
*Now let’s alt-tab out of the Creation Kit back to the ’voice’ folder. You should see a file named ’temp.wav’. If you double-click it it should open in a media player and you can hear the recording you just made earlier. Rename this file using the value you just copied from the editor, and keep the .wav extension. It should be similar to this
*Now let’s press CTRL-X to cut this file. Open the folder corresponding to your plugin (’test.esp’ in my case), and then the folder corresponding to the Voice Type of the NPC you’re working on (’MaleYoungEager’ in my case) and paste (CTRL-V) your file there.
*(Don’t close this window, we will be constantly alt-tabbing and working with these files) Go back into the editor, and double-click on the response again. The ’Edit Response’ window will pop up once again.
*Below the Record/Preview/Save buttons there are two circles you can check: From WAV and From LTF. Check the ’From WAV’ Circle, select the entry in the table above, and then press the Generate Lip File button, which should now be avaiable: The Generate Lip File button
*Going back to the folder where we pasted that .wav earlier (’MaleYoungEager’ for me), we can see a new, .lip file! We’re almost done!
*Now copy and paste the .wav file to make a duplicate of it, and rename it, keeping the original name, but changing the extension to .fuz. This is what we should have now: Your set of voice files!Congratulations! That’s all! If you now go inside the game and test the first dialogue line you will hear your voice acting! The bad part is that we have to do this for every single line of dialogue, but once you get used to the process it will be quite quick!. Press OK twice, and we’ll be back at the Dialog Views window. Select another response, and repeat all of the steps above. Do this for every single dialogue line you want to have voice acted. In the end, your folder should look something like this, with more or fewer files, depending on the number of lines: A final exampleMethod 2: Recording your own voice files
If you decided to record your own files, you should continue from here! Instead of using the Creation Kit to record files, we will use an external program for our recording. I suggest Audacity, which is free and more than enough for anyone that wants to do some amateur voice recording, as it can offer a few extra features, including good noise removal.
*I recorded all of my lines and saved them in one place for easier access. I suggest you take them all and copy them to the folder corresponding to the voice type of the NPC you are working on (MaleYoungEager): Our initial voice fiels
*Now go back to the Creation Kit. The Topic Info window should open. Double-click on the response you want to add voice acting to: The response we’ll add voice to
*The Edit Response window just popped up now. Somewhere close to the bottom is a series of buttons: Record/Preview/Save. Above that is a table. Make sure there is a value in that table. Above it you can see a field named Voice Filename. Select that and CTRL+C to copy it. Make sure you have this!Copy this!
*Now going back to the folder where you copied the .wav’s earlier, select the .wav corresponding to the response that you opened up in the Creation Kit and rename it, using the filename you just copied. The first renamed file
*Do this for all of your files, using the paths that you copy from the editor, from each of the NPC’s responses. The contents of an example ’MaleYoungEager’ folder
Now for each of the responses, do the following steps:
*Double-click on the response you want to add voice to. The ’Edit Response’ window will pop up once again.
*Below the Record/Preview/Save buttons there are two circles you can check: From WAV and From LTF. Check the ’From WAV’ Circle, select the entry in the table above, and then press the Generate Lip File button, which should now be avaiable: The Generate Lip File button
*Going back to the folder where we pasted and renamed all the .wavs earlier (’MaleYoungEager’ for me), we can see a new, .lip file just below the .wav file corresponding to the Response we are working on! We’re almost done!
*Now copy and paste the .wav file corresponding to the response we are working on to make a duplicate of it, and rename it, keeping the original name, but changing the extension to .fuz. This is what we should have now: The first set of voice files!As I already mentioned, repeat the steps above for all of your responses, and you should now have a lot of these ’sets’ of voice files! A final exampleConclusions
I hope this works for you. It took me several hours to make this work properly, and I couldn’t find a good guide anywhere so I decided to write one myself. If there are any problems with this tutorial, or if any parts seem unclear to you, feel free to message me on the NEXUSMODS forums (my username is Razzinnator). Thanks for reading! Retrieved from ’https://wiki.nexusmods.com/index.php?title=Voice_Acting:_A_Complete_Guide&oldid=39001
*3Add a Follower NPC
*3.1Create the NPC’s appearance
*3.1.2Using a custom hair for your NPCOverview
This tutorial shows all the main steps you need to follow to add a follower NPC to Skyrim. Required tools
* Creation Kit: available on Steam (Menu option View -> Tools and then select Creation Kit)Add a Follower NPC
The main steps for adding a follower to Skyrim are:
* Create the NPC’s appearance
* Set the NPC statistics
* Assign the right factions to your NPC
* Create the follower - player relationship
* Place the NPC in the worldCreate the NPC’s appearanceImporting an existing faceFixing the NPC face colour
The easiest way for adding new content, including new characters, for Skyrim with the Creation Kit is to copy an existing object and that is what we are going to do in this tutorial. So, we are going to use an existing NPC as a template for creating the new one.
* In the Object window expand the menu Actor and choose any of the existing NPCs.
* Double click on the selected NPC and a window will pop-up like the one shown in picture Importing an existing face.
* Change the NPC ID, Name and Short Name (the fields at the top left of the window) and type new values for your follower.
* Press the OK button, the CK will ask you if you want to create a new form: answer Yes.
* Now look for the NPC you’ve just created, and double click on it to open the NPC details window again.Use the face of your player character for the NPC
I’ve decided to use the face of one of my player characters for my follower, to do this:
* Launch the game and load a savegame of the character whose face you want to use.
* Open the console and type spf + the name of the file where you want the face to be stored (for example, spf MyPC).
* This will save a file in the Skyrim main folder with the name you’ve typed + the extension .npc (in the example, it will create a file called MyPC.npc).
Back to the Creation Kit:
* Open the NPC details window again and go to the Character Gen Parts tab as shown in picture Importing an existing face.
* Press the Import button and select the face of your PC you’ve saved before. You’ll see that the face of your follower NPC will be now the one of your player character.
* In this tab you can adjust some of the features of the NPC like hair style and colour, eye colour, etc. You can see the changes in the preview window (check the Head flag to see them). In the Character Gen Morphs tab you can change also other characteristics of your NPC’s face.Note: The preview window doesn’t work if your mouse is set for the left hand. You won’t be able to rotate the face. To be able to do that change temporarily your mouse settings to work for the right hand and once you are done you can revert the mouse settings to the left hand. Note: If you want to use a face created using Expired’s CharGen Extension mod, check this guide Using a face made with Chargen Extension on an NPC.Using a custom hair for your NPC
To use a custom hair for your NPC there are two available methods:
* Make your plugin dependant on the mod that contains the hair you want to use
* Add the hair you want to use directly on your mod making it standalone
Note: Be aware that if you want to redistribute your follower mod and you don’t have the original author permission to use his hair assets, you must always follow the first method.
Make your plugin dependent on the other mod
If the mod that contains the hair you want to use is not an esm the first thing is to make it into one. If it is already an esm file, then you can skip this part. To do that you can use Wrye Bash and follow these steps:
*In the Mods tab, select the hairs esp file in Wrye Bash
*Right click on the esp file and a select Copy to esm from the drop-down menu. This will create an esm file with the same name as the esp file but with the extension .esm.
Now you can go back to the CK:
*Load into the CK both your follower esp file and the hairs esm file, setting your followers esp file as the active file.
*Edit your character and select the hair from the list of available hairs. You’ll see that now the hairs added by the hair mod are available for selection.
*Press the OK button to save the changes on your NPC and closing the NPC editor window.
*Save the plugin
Once you have completely finished editing your esp file, if the original hair mod was an esp file, you will want to make your follower mod dependent on the original esp file (and not on the esm file you’ve created as nobody will have that file but you!) To do that:
*Open Wrye Bash again
*In the Mods tab select your esp file
*On the bottom right section, you’ll see the Masters section with the list of esm files your esp file is dependent on.
*Select the esm file that contains the hair you’ve used from that list (say OK if you see a warning message) and right click on it.
*Select the Change to ... menu item from the drop-down menu and an explorer window will appear: select the esp file that contains the hairs you’ve used, and press the OK button.
*Now you are back to the Wrye Bash window and you’ll see that your follower esp file has the hairs esp file as master.
*Press the Save button under the Masters list to save the changes you’ve done to your plugin.
Now your follower mod depends on the original hair esp file.Add the hair directly to your mod making it standaloneAdd a new hairlineAdd a new hair
If you have the permission of the authour of the hair to redistribute it in your follower mod, or you don’t want to redistribute your follower mod, then you can use this method to give your follower a custom hair:
* In the Object window expand the menu Character and then select the submenu HeadPart.
* Hairs in Skyrim are composed of two headparts, hairline and hair. Choose first one of the vanilla hairlines and double click on it to open a window like the one shown in picture Add a new hairline. In this window:
* Change the existing ID to create a new hairline
* Change the name of the hairline
* As this hair is only for your follower, uncheck the Playable checkbox if it was checked. This way the hair you are adding won’t clutter the character creation window.
* On the Valid Races dropdown box make sure that the races chosen include your follower’s race so that the hair is available to him.
*Model: press the Edit button and select the nif file of the hairline of the hair you want to use
*Tri: press the Edit button and select the tri file of the hairline of the hair you want to use. If the hair doesn’t have a tri file (as in the example), then after pressing the Edit button choose Cancel and you’ll see that the box is left blank.
* Press the OK button and answer YES when the CK asks you if you want to create a new object.
* Now add the hair Headpart. This process is almost the same than the one you’ve done to add the hairline with one exception: as you can see in picture Add a new hair at list at the bottom left part of this window you have to add the hairline you just created. To do that:
* Select any existing hairlines and delete them
* Right clik on the list and select New. Then select your hairline headpart from the dropdown list.
* Once you are done, click OK to save the new hair you’ve created.
Now you can go back to your follower:
* Edit your character and select the hair from the list of available hairs. You’ll see that now the hairs added bu the hair mod are available for selection.
* Press the OK button to save the changes on your NPC and closing the NPC editor window.
* Save the plugin.Fix the NPC face colour
If the CK didn’t had a bug related to new NPC faces (their face colour doesn’t match their body colour) your work will be ended here. But until the CK is fixed there is still another step to do.
The only way of making your NPCs face look right is to follow this steps:
* Load your esp plugin into the CK and wait until the CK has finished loading everything.
* Locate your follower NPC and open his details window.
* Go to the Character Gen Parts tab and change something there https://diarynote-jp.indered.space

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