Skyrim Special Edition: Add a Custom Quest to an NPC (Part 3)

Skyrim Special Edition: Add a Custom Quest to an NPC (Part 3)

We already did all we needed in Part 1 and Part 2, but here is some extra things to do if we want to use custom voice files with our NPC.

We’ve seen in the previous posts how to make dialogue and give the NPC a voice by directly recording our lines in the Creation Kit. But what if we want to use a custom voice we recorded separately or if we want to re-use some of the game dialogues?

We can do so with some extra software.

Case 1: replacing the voice files with ones you already have (recorded by yourself or a voice actor).

This is pretty easy. Remember when I told you to copy and save somewhere the voice file name?

You can find it here:

Now you just have to rename your voice file to the name you copied, and it should be something like [randomlettersandnumbers].wav

To replace the file, you have to go to the game Data folder and navigate to Sound > Voice. Here you should find the name of your plugin (for me it’s AWhOwen.esp) and inside it there will be a folder with the name of your voice type (mine is MaleCommoner). Here you’ll find all the dialogue lines related to your quest, both the .wav audio and lip files. Just copy and replace your custom files here.

But there is another fix we need to make before everything works.

If we registered silence when we created the quest dialogue, the lip file won’t match the new audio we just replaced.

So we need to get back to our quest dialogue in the Creation Kit and for each file we changed we have to generate the lip file again. Just open the response window, click on the voice type and then click “Generate Lip File: From WAV”. Save your plugin and you’re done.

You’ll see in game that the NPC will move his mouth according to the custom audio.

Case 2: More Immersive voice

We have to consider that until now we assigned to our NPC one of the game voice types which are connected to a lot of other things happening in the game, not just the follower framework, but also greetings and other random comments, so if you use one of those, your NPC will speak all the standard lines associated with his voice whenever you go exploring or do some other random things. Which is good because you don’t have to go through the hassle of creating all the dialogue quests, the only problem is that in your personal quest, the voice of the character will be a bit different. Not a big problem, but if you want a full immersion we can try to cut and paste some of the vanilla dialogue to create new lines for our NPC.

To do that we need a few things:

– A BSA Browser that will give you access to the voice files of the game

– An Unfuzer to turn the fuz files into WAV

Voice File reference

– Any audio editor of your choice (I use Audacity)

Whit the BSA browser you have to locate the Voices folder and extract it on your computer.

Then with Unfuzer you can convert the voice files to the .wav format so you can play them.

The easiest way to find the dialogue lines you need is to use the Voice File Reference that shows you what line is said and what’s the name of the file so you can get it right away from your folder.

Now with a bit of audio editing you can cut and past things together to create new sentences and make up the dialogue of your quest (that’s what I did with Owen).

Once you have all the voice files you need, you do the same thing as before, rename them and past them into the Data > Sound > Voice > Yourpluginname.esp > nameofyourvoicetype.

Then you go back to the Creation Kit and generate all the lip files you need.

At this point you should have your quest ready. If you use Vortex mod manager, go to the plugin tab and be sure to activate your plugin, so you can go test it in the game.

For now all the mod files and scripts are all located in your game Data folder. But what if you want to share it with someone else or upload it online?

We have to do a bit of searching to create a proper archive that will work on other people’s games.

So let’s create a new folder in our computer (you can place it wherever you like, but outside of the game folder) and give it a name like Owen’s mod package.

Here’s all the files you need to put in there for things to work properly.

– AwhOwen.esp > your .esp file, which is located in the main Data folder

– a mesh folder that contains the nested path to get to your .nif files (head morph, hair, and every other .nif you used to customize your character). The path should be something like: meshes > actor > character > facegendata > facegeom > AWhOwen.esp (or whatever you plugin is named.esp)

– a texture folder where to include all the custom texture and the tintmask of the face. The path should be something like: textures > actor > character > facegendata > facetint > AWhOwen.esp (or whatever you plugin is named.esp) plus add the other texture folders with the same exact path they have in the head .nif file.

– DialogueViews: copy the xml file related to your quest dialogue that you find in the same folder in Data (it should be the last one you saved, just sort by date)

– scripts: again, sorting by data, copy all the scripts related to your quest you’ll find in Data > scripts (you should recognize them because they have your mod prefix and the other custom names you gave them)

– Sound > Voice > yourpluginname.esp: copy here the voice files we edited before with their lip files

– source > scripts: from the same folder in Data, copy the most recent scripts related to your quest like for the scripts folder

Now pack everything into a .zip or .7z archive and your mod is ready to be installed!

One last note about custom voices and the situation where your voice is 100% original or not a follower voice (I might do a full tutorial on how to make a uniquely voiced followers when I manage to do my lizard girl lol). I mentioned before that you need to make some tweaks so that the NPC can be hired as a follower and has all the follower dialogue. Since it’s a bit long to explain, I’ll just point to the tutorial I used for Owen which is very detailed, you can find it here:

I think that’s all for now.

See you on the next project!

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