

it moves between quests, between topics, or its Form ID changes (such as during a merge)) then the assigned filename will change as well. This also means that if any aspect of the line changes (e.g.

Instead, when you create a line of dialogue in the Creation Kit, the filename for that line is immediately defined for you. What this means is that when you have a line of dialogue in-game, you don't get to pick what audio file corresponds to it in a file selection window, the way you would for a sound effect, or the way you'd pick a mesh for a static object. They are defined by the quest & topic they reside in, as well as their FormID (load-order independent).

This isn't really a "step" in implementation, more like an explainer. Extract the "Tools" folder to your base Skyrim directory, NOT to your Data folder.īefore I get started, I want to briefly talk about voice line filenames.

It is assumed that this will be done at some point prior to lip syncing & compression, although the exact point in time does not matter so much. Guides for dialogue implementation can be found here:Īdditionally, this guide will not teach you how to master the audio (Equalization, noise reduction, etc.). It is assumed for this guide that you already have all of this implemented. This guide will NOT cover how to implement the dialogue itself-that is, Creation Kit entries for Dialogue Branches, Topics, TopicInfos, and so on.
