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Justafan
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IDLE BANTER PHASE III

UPDATE: This part of the process is now officially complete! Hooray! A huge thanks to everyone who helped with implementing these lines; it's an under-appreciated but crucial part of this operation. For those of you that didn't get a chance to help out, don't worry; there's sure to be more to come in the immediate future, so keep your eyes peeled!

-Justafan

 

Most of you probably remember seeing a thread a while back for writing new dialog between NPCs, with the intent of making the game feel more alive. Well, we did it. Through months of brilliant inspiration, crippling writers' blocks, and sometimes frustrating translation, over 30 writers and several masterful editors wrote dialog for almost every single NPC on the island of Vvardenfell. 

Now comes arguably the most fun part of all! We get to sort those lines!

 


THE JOB:

Now, wait, wait, wait, before you leave this thread and never look at it again, hear me out. This is actually an incredibly important part of the operation, because otherwise these lines that we've worked so hard for will never get into the game. And it's really easy! If you're new to the project and are looking for an easy place to start, this is for you. If you're an old veteran here, it might be nice to pick up an easier task for once, that you can mindlessly do while you de-stress. I know you guys could use it. :)

Another nice thing about this particular part of the project is that you can commit as little or as much as you want to to this. Even the smallest bit of help is greatly appreciated! Just spending an hour of your free time doing this is really beneficial. And we need as many volunteers as we can get.

If you're interested, please read the details below, COMPLETELY. Make sure you know exactly what it is you're doing before you start, because otherwise the sorting system could get really messed up, and that would be sad.

 


THE DEETS:

Okay, so here's how this is going to work. Our local excel wizard Taerkalith has been hard at work creating a spreadsheet to make all our dialog really easy to find and sort. Just follow the steps below to get started!

1. Make a claim. Included at the end of this post is all the idle banter we have written. ALL OF IT. The idle banter is organized by cell (location), and that is how you are going to claim it. For instance you might claim all the dialog for The Lucky Lockup in Balmora. Now, if you go into the "claims" excel sheet that's also provided, you'll see a complete list of these cells. Write your name to the cell you wish to do. This will officially name that cell as yours, meaning that no one else can claim it and that you are wholly responsible for everything in that cell. It is VITAL that you stake a claim before you start working on any cell.

2. Plug-and-Chug. Next, you will go to the third and final document I will be providing, the Idle Banter Excel Sheet. This is where all the sorted dialog will go. Sorting is actually quite easy; it's mostly just copy-pasting. I will go over the steps involved lower down.

3. Confirm your completion. When you're finished (again, I'll go into how to actually do it further down), go back to that signup sheet you used earlier. Next to your claim, write a big, proud, "COMPLETED." This is very helpful for me, because it means I don't have to manually check the giant list of dialog for your completed work. If your claim has "COMPLETED" on it, it's much easier for me to tell that you're actually totally done, rather than having to guess. DO NOT, EVER, EVER, EVER WRITE "COMPLETED" IF YOU ARE NOT DONE. Even if you're close to done, don't do it. Just don't do it.

Oh, and one more thing: Please remember that the spreadsheets provided in this thread are not your own personal documents. The document you're using is the same one everyone else is using, and if information gets deleted on there, it's gone forever. so PLEASE do not tamper with anyone else's work on the spreadsheets. In fact, just don't mess with them at all unless you're actually contributing to the sorting.

 

HOW TO SORT:

This process may look a little intimidating, but it's actually really easy. The first thing you will notice when you open the excel spreadsheet is six columns. Those columns are as follows:

Placeholder Filepath, Text, Speaker, Location, Extra Condition, Extra Condition

  • The "placeholder filepath" is the really the only complicated column to fill out. We'll get back to that one.
  • Unsurprisingly, the "text" column is where you'll put the lines of dialog. One very important note, ONLY PUT ONE SENTENCE IN EACH TEXT CELL. This is important for when we later do subtitles. So, for instance, if an NPC says three sentences in a row, that will count as three separate entries. Exceptions can be made if the sentences are just fragments or otherwise very short (e.g. "Wow. What a night."), but generally this rule will always hold true. Just copy/paste each sentence into these cells. Easy.
  • Under "Speaker," just put the name of the NPC who is saying that particular sentence.
  • For "Location," put the cell that the conversation is taking place in, as well as the exterior location. For instance, "mages guild, Balmora."
  • The "Extra Condition" columns are for special factors in certain lines of dialog. Generally, you won't have to worry about putting anything in these boxes. But sometimes when you're going through dialog, you'll notice that certain conversations have special labels attached to them. For instance, you might notice one interaction that says something like, "Only after the quest, 'For the Love of a Bosmer' has been completed." All you need to do is put this information in one of the "Extra Condition" columns. There are two, in case you run into dialog with multiple conditions that have to be satisfied. Please also note that if a whole conversation has this exception, you have to label EVERY SINGLE LINE of that discussion.

 

Okay, the last thing to worry about is the "placeholder filepath" column. Your entries should have this format:

[IB][Location][Cell(if applicable)][conversation#]_[lineofconversation#]

IB: This is just an acronym for "idle banter," for sorting purposes. Be sure to always write "IB" at the beginning of these.

Location: The city or area that the line is spoken in. Note that this is not the same thing as the cell. Things that might go in here include Vivec, Balmora, etc. No specific buildings, though.

Cell: Now THIS is where the cell goes. If the conversation takes place outside, do not write anything here, just leave it out entirely.

Conversation#: This number is to differentiate which conversations inside a certain cell are which. Just start at "1" for the first conversation in that cell, and then start counting up for the other conversations.

Lineofconversation#: This number is to put all the lines of a certain conversation in order. Again, just start at "1" and count up. Also note that this number and the conversation number are separated by an underscore, "_". It's important to include this so we don't see conversation 4, line 6 (4_6) as conversation 46.

Also to note: Do not include the brackets in this line.

So, with all this in mind, a filepath name might look something like this:

IBVivecElvenNationsCornerclub3_7

This would be the seventh line of the third conversation taking place in the Elven Nations Cornerclub in Vivec.

If you're still confused, take a look at the spreadsheet. At the very top, there are some examples of what your entries will typically look like, which might help you visualize things somewhat.

 


That's it! Super easy! If you have any questions (or just want to introduce yourself among your sorting peers), feel free to leave a comment in this thread. The necessary documents are provided below, in the form of two google docs and a big dialog download. Good luck, and happy sorting!

 


LINKS AND DOWNLOADS:

Stake your claims here: 

https://docs.google.com/spreadsheets/d/16tKRZJO-aL66QBLNDdhs...

Sort the lines here:

https://docs.google.com/spreadsheets/d/1D1HF9IelOuawoIKhC-ob...

View the Idle Banter here:

 

Edited by: Justafan on 11/22/2014 - 16:03
oldmanlaertes
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Just gave Sjolvar's house a

Just gave Sjolvar's house a go to see if I understood all the instructions. Let me know if I got anything wrong.

Taerkalith
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Thanks for giving it a go

Thanks for giving it a go Oldman. Just one mistake I see from quickly looking at it. Remember to write conditions/unique filepaths for every line. Otherwise when it's sorted the line won't have any conditions. when doing so just write the file path as 1_2 for the next line and 1_3 etc. for more lines of the same "conversation". Lastly, remember to include the region in the location condition like you did in the filepath. In this case "West Gash, SjorvarHorse Mouth's House" (it wasn't super clear in the instructions yet). Your two first lines should look like this: (changes in bold+italic)
 

IBWestGashSjorvarHorse-Mouth'sHouse1_1 What were they thinking? Sticking me out here alone to stop the Smugglers, the Camonna Tong. Sjorvar Horse-Mouth West Gash, Sjorvar Horse-Mouth's House Horse
IBWestGashSjorvarHorse-Mouth'sHouse1_2 They have caves everywhere. How do they expect me to handle it all by myself? Sjorvar Horse-Mouth West Gash, Sjorvar Horse-Mouth's House

 

Looking good overall though! keep it up!

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Nice and simple! Thanks for

Nice and simple! Thanks for clearing that up.

Kohl
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Shall i add the translation

Shall i add the translation if a conversation is held in dunmeri? example:

Blue = literal translation

Red = nonliteral translation

 

EXTERIOR:

Dranas Dradas: Ugh, os leyshe’ag ot n’wah hagil yagle’ag ujil as fell isk sin…

(Ugh, I heard a new outlander came into the city this day…)

(Ugh, heard another outlander showed up in the city today…)

Tedryn Brenur: Ist Thanelen edur ot zalkhu fetcher…os lahke’ag oal balmarid hagil yi niburi kivri telsaan po’tosh, en os maniseg hilyed sut el.

(That Thanelen is a lazy fetcher… I asked him to make new my longsword many time [units] past, and I continue to wait for it)

(That Thanelen’s a lazy fetcher… I asked him to fix that longsword weeks ago, and he’s still not done.)

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Sounds easy, if i get

Sounds easy, if i get something wrong, tell me please

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It's back. Might as well grab

It's back. Might as well grab some of my old lines for a run of copy paste.

Rovan3011
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Jeez, it's almost 2000 rows

Jeez, it's almost 2000 rows already and not even near half way done. :p

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Hey, I was looking through

Hey, I was looking through the lines, and you guys are really doing great work so far! The only thing I would ask is that we add one bit of information to our filepath names. For those of you who are working on Vivec, be sure to designate which canton you are talking about when putting the exterior location in the filepath. For instance, if you're talking about the Arena canton waistworks, you would want to write "IBVivecArenaWaistworks1_1" instead of just "IBVivecWaistworks1_1," because otherwise it would have the same filepath name as the waistworks of the Telvanni canton, which is a completely different cell. Sorry for the inconvenience!

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Hey, I was looking through

EDIT: I can't believe it. I got the fabled "triple post." Only once in several moons does such an event ever occured. Surely the gods have blessed me with their favor.

Justafan
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Hey, I was looking through

EDIT: No, seriously, though. That's really annoying.

Taerkalith
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Kohl wrote:

Kohl wrote:

Shall i add the translation if a conversation is held in dunmeri? example:

Blue = literal translation

Red = nonliteral translation

 

EXTERIOR:

Dranas Dradas: Ugh, os leyshe’ag ot n’wah hagil yagle’ag ujil as fell isk sin…

(Ugh, I heard a new outlander came into the city this day…)

(Ugh, heard another outlander showed up in the city today…)

Tedryn Brenur: Ist Thanelen edur ot zalkhu fetcher…os lahke’ag oal balmarid hagil yi niburi kivri telsaan po’tosh, en os maniseg hilyed sut el.

(That Thanelen is a lazy fetcher… I asked him to make new my longsword many time [units] past, and I continue to wait for it)

(That Thanelen’s a lazy fetcher… I asked him to fix that longsword weeks ago, and he’s still not done.)



I'll have to ask Smitehammer whats up with this. Wasn't aware we had non-english content in the game for dunmer. Not sure how it's meant to be implemented. stay tuned.

Also What Justafan said is really important about vivec naming filepaths and location conditions being something along the lines of Vivec, Telvanni Canton, Waistworks. (one extra part).
Taerkalith
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Oh and good job everyone so

Oh and good job everyone so far! Really clearing it out quickly!

discoccult
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Maybe dunmeri could be

Maybe dunmeri could be understood by the player as translated subtitles with little brackets or parentheses around it? But I guess the player would have to have general subtitles turned on for that.

Kohl
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I added those lines in

I added those lines in dunmeri + the translation in brackets. If thats too much subtitles i can just remove the dunmeri, although there should be an option to choose between both the translation and the original...

AngryWoman
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I'm hoping there's a backup

I'm hoping there's a backup if it ever gets destroyed or something.. All those precious work of everyone

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I don't have microsoft office

I don't have microsoft office. Is there some free way of opening the doc and docx files without it?

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Microsoft has a free Word

Microsoft has a free Word viewer program you can download. Another option is to use OpenOffice or LibreOffice.

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Hey Kohl,
Hey Kohl, Which translations have you put in? Because the literal translations are generally just for our own use when translating, and are not really good enough English to be in a subtitle for the most part I think :)
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I noticed an issue with the

I noticed an issue with the Redoran Canton in Vivec.  The script says Beldrose Dralor (Level 10) is the father of Drelse Dralor (Level 8), but then the dialogue has the roles reversed.  Which one is correct?  The vanilla game didn't give them any characterization, so until I'm told otherwise, I'm going to swap the roles around to match the dialogue on the assumption that voice acting for these characters has already begun with the roles reversed.

I'll look for any other threads relating to this mix-up tomorrow when I have more time.

Edit: One more thing.  The Redoran script doesn't categorize dialogue by the cells it takes place in.  At present I have used file paths based upon the location of the characters in the vanilla game, but some of these conversations are between characters who never meet.  I'll claim the rest of Redoran Canton so nobody else walks into this situation without knowing for certain which lines are done and which ones aren't.  Also, unless I'm told otherwise, I will change some of the file paths tomorrow to match the location where I assume the characters will meet. (Dralor Manor, for Favela Drelse and her son and husband, whichever one is which :P)

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You'll find cross-cell

You'll find cross-cell conversations from time to time. While it was encouraged during the writing to keep the dialog within the original cells whenever possible, some people took more liberties with character locations than other. Not really a big deal. What you're doing now seems like a good solution. From what I gather, the most important thing is that there is a specific location for the actual conversation noted.

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I did Dagon Fel, tell me if I

I did Dagon Fel, tell me if I did anything wrong.

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If at all possible, it would

If at all possible, it would be nice to have the Dunmeri as regular subtitles, and follow with the translation (not literal) in English.  Otherwise, I suppose regular English as subtitles will have to be used for those people who want to know what's being said.  It will still sound Dunmeri.

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@Aurabelle / @Smitehammer I

@Aurabelle / @Smitehammer I added the dunmeri lines followed by the non literal translation in brackets. If thats too much text, then whoever is involved in the last step of adding the subtitles to the game can still edit it :P

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Hey folks - I've been hoping

Hey folks - I've been hoping to spot a no-programming-required way to help out! I'm going to dive right in.

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TemporaryMan wrote:

TemporaryMan wrote:

Edit: One more thing.  The Redoran script doesn't categorize dialogue by the cells it takes place in.  At present I have used file paths based upon the location of the characters in the vanilla game, but some of these conversations are between characters who never meet.  I'll claim the rest of Redoran Canton so nobody else walks into this situation without knowing for certain which lines are done and which ones aren't.  Also, unless I'm told otherwise, I will change some of the file paths tomorrow to match the location where I assume the characters will meet. (Dralor Manor, for Favela Drelse and her son and husband, whichever one is which :P)

Hey TemporaryMan,

just to clarify. the point of the filepaths is for easy replacement with the REAL filepaths when the lines are actually added to the game. If a given conversation has different filepaths (because of different locations) we won't know which lines are meant to go together when staging a scene (it will cause havoc). Please continue doing what you improvised by including a filepath based on cell which you'd like the conversation to ideally take place in. This way we'll know its the same conversation.

This is going to be a real pain to implement... sigh... Theres a chance these lines will never make it into the game unless someone writes the schedule packages on top of the scene work. Please make a note under the EXTRA CONDITIONS column about this issue so the implementor will know to include an appropriate schedule package. I hope not too many people broke this rule when writing.

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I think one useful thing that

I think one useful thing that will come out of organizing all the monologues and dialogues into a single document is it will be easier to search for cells and NPCs that were overlooked by the writers.  Already I see none of the characters from Ebonheart Grand Council Chamber have idle banter.  I'm told Caldera is missing some too.

I'm also adding a line to the claim sheet for Ebonheart Imperial Garrison & Commission.  Looks like the claim sheet doesn't entirely match the organization of the banter files, and some conversations could be missed as a result.  As with NPCs and locations that weren't written at all, searching the unified document for their names will reveal what's missing.

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@TemporaryMan

@TemporaryMan

Ah, Caldera is missing because I'm actually still writing it :). Should have it done soon, and I may as well put it into the sheet myself then too. 

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Hey guys, sorry I haven't

Hey guys, sorry I haven't responded to this stuff sooner. It's been a busy week. I can see there's been a lot of complaints and confusion over the organization of these documents, but hopefully I can alleviate a lot of these concerns.

First off, TemporaryMan. About the Redoran Canton's cell separation, you'll have to talk to Smitehammer about that one. He's the guy who wrote for that area. Some of our writers liked to claim entire areas and put all the cells in one document. Generally, they'll be separated better than that; sorry about the added difficulty.

Taerkalith, let me give you the run-down on what's happening with NPCs outside their original cells. We generally do try to keep the NPCs in their original cells. Aside from a few special cases (for the "conditions" tab), we've only done this for NPCs who would normally be living alone in their house or store. Before we even started writing, we were assured by the devs that NPCs in this sort of scenario were going to be given pathing that takes them out of their homes/shops at least for a little while, and they could wander through the town proper.This was the only real assumption we made when writing, and the only time you'll see these cross-cell conversations with any regularity. As a result, these interactions are found almost entirely in the "miscellaneous" sections of cities.When you see them pop up, you can always assume that they take place OUTSIDE the shop or home. So there really shouldn't be too much guessing involved in the process. And, as a worst case scenario, if it turns out that the NPCs won't be given these scripts, then they just won't collide and won't talk. It's really not too many conversations lost, no big deal. I hope this explanation helps a little, just let me know if you need more clarification.

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good to know Justafan. I wasn

good to know Justafan. I wasn't sure what people had talked about in terms of schedule packages already. seems like everything should be okay then. :)

 

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Please forgive my

Please forgive my overwhelming ignorance, if u guys already implemented this or rejected this idea long time ago. How about making additional conversations between bandits during fight.

-Like when u cast invisibility or 100% chameleon they will start talking "where he/she is", "show up yourself", "coward", "we will find u".

- When u will start escaping and u will be in quite big distance then they will start yelling "come back", "n'wah".

- When u u have low endurance "attack now him/her now, he/she is barely on her/his feet".

- When u have low health "Now it's time to crush this little rat"

- When u are high level character "let's get out while we can" and etc.

- When some bandit has got low health "please help!, what are u looking at, I'm dying here"

Sth like in this tune. To feel that NPC's are not simple placeholders.

Second thing when you are part of some guild they can comment some actions against guild

- "How dare u, u betrayed us" "This is unacceptable for guild member to kill/steal etc."

Or some noble actions

-"It was very brave that u blablabla.... "

Or when u do sth very important for local community.

Third thing is when u have some quests with companion then she/he will comment some places or your actions. Like in this scene in video http://youtu.be/3sJA-C1yrtk?t=2m47s and here http://youtu.be/3sJA-C1yrtk?t=7m40s Just some small things which brings more life.

Or unique conversations during some quests battles like quests of Morag Tong (they start begging u for mercy etc.) or final words when u want to be grandmaster of imperial legion or in fighters quest kill hard-hear.

What do u think?

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Sounds like a good idea,

Sounds like a good idea, lukkar, but probably for a later time. What we're doing right now is solely for idle banter, and we'll start working on stuff like you've suggested only after we finish this project. We want to make sure that we can see this particular project through before we try to put any more eggs in our basket.

Sersiar
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Should the location for small


Should the location for small towns like dagon fell be town, region or just the name of the town itself if a conversation takes place outside? I put the former. Does this depend on the size of the city?

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@Justafan

@Justafan

Sure, maybe it get lower priority too. But how about add some neutral conversations between bandits, necromancers etc.? O course when someone will willing to this.

Sersiar
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I'll claim Hla Oad.

I'll claim Hla Oad.

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Sersiar, just the town name

Sersiar, just the town name will work. As long as there's not more than one town called Dagon Fel, there's really no reason to include the extra information. The region name is intended just as a filter for the dialog, not so much to specify its location on the map.

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Ok I think I have the hang of

Ok I think I have the hang of this. I took on the assignment of No Name Club. For some reason it got skipped over as I saw going down the list so I thought I'd give it a shot.

It may have been skipped over because it is written in two different languages. I completed the English version as best as I could according to the instuctions and how the lines of dialogue were separated in the document.

Check it over and if I need to make changes I will otherwise it is done. This is really easy and I am glad I could put some help into it. As you said maybe an hour at most and you can knock one of these things out. Anyways get back with me sometime and let me know how I did.

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Hey Chris!

Hey Chris!

It's REALLY IMPORTANT that both the languages are included in THE SAME cells. There was some discussion concerning this in the above comments, so I advise that you check that out. The reason we need to include both is because the other language is Dunmeri. Yeah, there's a Dunmeri dictionary, I was surprised too. The Dunmeri is what the voice actors will actually be recording, and the english is what a player would see in the subtitles should they have them turned on. If you could, please go back to those lines you've implemented and include the Dunmeri versions. Every English sentence should have its Dunmeri counterpart.

Thanks for the help, it's always appreciated!

Chris McCallum
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Wow, I didn't know that. All

Wow, I didn't know that. All I can do right now is go back to the file and remove completed. I am about to fall asleep. So I will remove that from the spreadsheet and work on it some more tomorrow.

Got a question. Some of the dialogues had three, two english and one in the other language which must be the Dunmeri. My question would be would I do all three and if so do I separate them. It would make sense to separate so as not to get confused.

I thought the other language was just a foreign language. Had no idea it was Dunmeri. WOW! and thanks for sharing that with me. Now that is lore.

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The English lines you want to

The English lines you want to transcribe are those for the non-literal translation, as that is what will appear in the subtitles. The literal translation is more of an aid for the writers, and won't actually appear in game.

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Ok before I stamp No Name

Ok before I stamp No Name Club as complete could someone have a look at it and make sure I did everything right. I want to make sure I am doing this correctly now that I know about the Dunmeri language.

I copied and pasted the whole thing in the same cell including the Lit version if it had one and the parentheses on the English translation. So anyways if someone could take a look and get back with me that would be great. I want to be sure it is right before taking on another assignment.

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@Chris

@Chris

A couple of things.

1. Do not include literal translations. These were just for the writers during the editing process. Only include the non-literal translations.

2. Make sure not to have too much text in one line. The subtitles in the Skyrim engine can only handle so much per soundbyte. Split a given long line into multiple lines at the end of each sentence but make sure to keep the corresponding translation together.

For example:

before: gibeerish goop top jazm casm to (I am making this up. I hope you understand)

TO:

line 1: gibberish goop top (I am making this up)

line 2: jazm casm to (I hope you understand)

remember to label the broken lines 1_1, 1_2 respectively in their filepath names as per example. (one of the early comments on the thread and the examples at the top of the excel show clear examples)

Almost there!
 

EDIT: also change the spelling of "caanton" to "canton" in both your filepath and conditions. Small typo but its necessary to fix or else to condition filter will most likely miss the lines.

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Ok I think I have it in

Ok I think I have it in better shape. I split large sentences and corrected the mispelled Canton. Luckily I know how to use a spreadsheet or I'd be totally lost. LOL! Anyways look it over again and if something just isn't right let me know and I'll fix it.

Oh and on those Bosmer voice overs I was messing around with. In original Morrowind they are set up to trigger based on Disposition between you and the speaker. Well Skyrim disposition works differently. It works off a Relationship number and it looks like it is going to have to happen in a script because as it stands now nothing is telling the character like Fargoth a Relationship number and that is why I wasn't getting any talking. When I took those parameters out of the dialogue the talking happened but that is not the way it is supposed to be and I am no script writer so I pulled the plug on that mod.

Instead I am going to help out with these new sets of Dialogue that you guys are doing in my spare time. I want to get the first one I've done exactly right before moving on to another one so that every one I do will be like you want them.

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You obviously chose some of

You obviously chose some of the harder lines to implement haha. It's almost there. I still have a bit of concern over the length of some of the larger lines because of the translation text. I'm working on a silly Mac right now but if you open up the Creation Kit go to any dialogue info window and check the maximum # of characters per line that would be a surefire way to make sure these won't need further chopping. If your lines are under this limit then you are golden. Just a good rule of thumb with these translation lines is to start a new line whenever you run into a dependent clause (,) or a period exclaimation mark etc. Shorter is better than longer. 

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Now we are getting down to

Now we are getting down to the fine detail. A line of dialogue can only be 149 characters in Skyrim CK. I'll tell you what I will do for now as I don't have time to work on it today. I will remove the Complete from the project and maybe late this evening I will have time to take a look at those fine details and refine the dialogue even more.

I am also thinking more like an actor and how these lines should appear on the screen as subtitles. Anyways as I said I have a busy day and I don't want to move on to another project until this one is perfect.

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Only 149 characters, huh?

Only 149 characters, huh? That might affect a few lines already in the list.

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Thanks Chris, I appreciate

Thanks Chris, I appreciate your effort!

@twentyenginerunner: when the lines are all written down I'm sure Justafan will work out having a few people skim over the lines to see which ones need to be divided further. Best way to do it is to make the column width fit 149 of the shortest types of characters. anything over that should be looked at when it's pushed down into a second line.

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Could change that column's

Could change that column's font to Courier New, too.  It's monospace, so it would guarantee every line over 149 characters, and only those above 149 characters, would spill over to additional lines.  I could do that right now, won't even take a minute.

Edit: 149 characters is pretty wide; probably best to wait to resize it after the last few locations have been finished.  More convenient not needing to scroll sideways to add conditions.

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Agreed. I changed it back for

Agreed. I changed it back for now. Good thinking though about the monospace.

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Hey guys and thanks for the

Hey guys and thanks for the comments. Do you want me to refine what I've done even more? Yeah Skyrim CK only allows 149 characters per line of dialogue including spaces between sentences. I could take everything I've done so far on the No Name Club and make each sentence a separate Cell in the spreadsheet but it is late where I live and I have had a busy day and am tired so if I need to do this it will be done tomorrow. Also note that some single sentences are quite long and may run over the 149 character limit. They could be split or even rewritten but that is up to you guys. I am just taking what is in the Banter and trying to get it the way you want it in the spreadsheet. I've learned a few things. Number 1 it has gotten me thinking like an actor and number 2 I can visualize in my head how these lines of dialogue need to look as a subtitle that will appear on screen if no voice over is done for these. Anyways it is late and I am shutting down for the evening. I'll check the comments in the morning and if there are some wanting changes to the work I have done I will do them. If not I will stamp my work as complete until further notice.

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Yeah It's a bit tricky. Try

Yeah It's a bit tricky. Try to get every line to be 149 characters or less including corresponding translation for the line. You may end up with some weird breaks but try your best to keep it flowing. Give it a shot when you've got the time. Most other cell lines dont have this issue so once this club is cleared it'll be much easier.

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