Oblivion

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Revan112

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revan112

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About this mod

A .net based program, that provides an easy way to create empty voice files for mods.

Permissions and credits

Oblivion Empty Filer (OEF)

System Requirements:
-.Net Framework 2.0 or better (should be included in any OS since WinXP SP2)
-Your computer should have a HDD

Shortcuts:
-CS = Construction Set
-TES = The Elder Scrolls
-OS = Operating System
-HDD = Hard Disk Drive

1. Warning
2. What is it?
3. Who needs it?
4. How do you use it?
5. Troubleshooting
6. How does it work? (For developers)
7. Publishing

WARNING

When it says "Select your Oblivion Directory" this only means you have to select a folder with a "Data" folder inside.
This program copies and overrides files on your HDD, so it might be a good idea to create either a backup of your original
data folder, or to create a new directory for OEF. This way you can make sure the program doesn't override
important files. (Didn't happen to me so far, but you know: safety first!)
I'm not responsible for any loss of data that is related in any way to this program.
You may only use this program if you accept this.

WHAT IS IT?

I created this program because I like modding for TES4 Oblivion. I created a really huge questmod for my friends and me,
but the dialog kept flying away too fast to read. So I did some research and figured out that I'd need some
empty .mp3s if I wanted the dialog to stay on the screen. Since I'm too lazy to create all this files on my own, I wrote
this program. It uses the exportedDialog txt-files the CS can create to create the correct folder-structure and
mp3s.

WHO NEEDS IT?

Modders, but also Users. For Modders it provides an easy way to fill their mods with empty dialogs, if they don't want
to do real voice-acting. For Users it provides an easy way to make their dialog stay on the screen, if the modder missed
to create the voice-files. Of course, there are alternatives: the Universal Silent Dialog Patch, or something like that
has the same effect, but requires OBSE.
Also a modder could simply create an "archive.txt" file and publish it together with this tool in order to safe
memory when publishing his mod. (More on that later).

HOW DO YOU USE IT?

There are two answers to this question, depending on wether you are a modder or a user.
WARNING: this seems to be quite a lot of work, but once you understood how to use the tool, you'll be finished in about 2 minutes.

MODDERS:

-Open up the CS (Construction Set)
-Select Character/Quests and your Quest
-Browse to the QuestData Tab
-There should be a Button called "Export Quest Dialog"
-Hit the Button and Accept the Message
-Browse to your Oblivion directory (with oblivion.exe)
-There should be a txt-file called something like this: "dialogExport<yourquestname>.txt"<br>-Copy this file<br>-Paste it into the "Exported Dialog" folder of OEF.<br>-Start OEF<br>-Select the files you want to create (voice-files and/or archive.txt)<br>-Select your Oblivion folder. (You can browse by hitting the "Select..." Button)<br>-Click on the "Go!" Button and wait until OEF tells you it has finished. ("Completed")<br><br>Explanation:<br>The archive.txt file is if you want to safe some memory: it contains all filepaths that are contained in the<br>txt-files in the Exported Dialog Folder. This way you don't need one file per quest but can gather all the<br>important information in one "archive". After you created this archive once, you can remove the other txt-files<br>and replace them with the archive.txt.<br><br>USERS:<br><br>Another two options here. Maybe you downloaded a mod and the modder included an archive.txt file and this tool.<br>If so, simply paste the archive.txt into this programs "Exported Dialog" folder, start the program, select<br>"Create Voice Files" and your Oblivion Directory (Browse via "Select...") and hit "Go!".<br>However, if no such archive file is available, you'll have to create the necessary information by yourself:<br><br>-Download and install the TES CS. Even if you only use mods, you should have done this already.<br>-Start the CS.<br>-Click File/Data<br>-Select the mod you want to create the voices for<br>-DON'T PRESS OK<br>-Click on the "Details..." Button<br>-In the new window, click "type" to sort by type.<br>-Search the list for everything that is marked as "QUST", as quest<br>-If it's only one quest, simply remember it's name, if it's a big mod the quests should usually all start with the same prefix<br>-Now close the Details<br>-Now load the .esp file<br>-Select Character/Quest and the questname you just figured out<br>-Browse to "QuestData" and hit the Button "Export Quest Dialog"<br>-Browse to you Oblivion directory and copy/paste the exported txt (dialogExport<questname>.txt) into the "Exported Dialog" folder of OEF<br><br>Now continue as if you had been provided with an archive.txt.<br>If there is more than one quest, you'll have to export the Dialog for each of them.<br><br>TROUBLESHOOTING<br><br>There are two problems that occured during my tests:<br>- my HDD was completely full, so OEF threw an OutOfMemoryException<br>- OEF only support the standard letters, if a directory contains something like ä,ö,ü or á this letter will be replaced with a strange sign, depending on your system. Simply replace it manually. (The correct letter can be found in the exported dialog files)<br><br>HOW DOES IT WORK?<br><br>I included the source-code of this program in my archive. It was written with the Visual C# 2008 Express Edition from Microsoft.<br>The basic idea is simple: the paths and file names are included in the txt files you export with the CS, but there's also a lot of other things in these files.<br>However, every path starts with "Data" and ends with ".mp3".And there's only one path per line.<br>This allows you to extract the pathes needed from the txt-files.<br>After you extracted them all you'll have to do is to create missing directories and copy and rename an empty<br>MP3 to the destinations you already know.<br><br>PUBLISHING<br><br>I'm not sure I have any rights on this software, since I created it with the Visual C# IDE.<br>Fell free to publish this software, alter it, rename it, or do whatever you want with it.<br>I'd appreciate it, if you'd at least mention my name,though.<br>This means, you'll have to make a Credits section in your readme where you mention my name.<br><br>If you only want to publish an unaltered version, you won't have to do this.<br><br>Yours<br>Revan112<br><br>Contact: [email protected]<br></questname></yourquestname>