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 Lipsync for Dogmeat

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Gray Wolf

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PostSubject: Lipsync for Dogmeat   Sat 16 May 2015 - 16:18

Does anyone know how to add animation or lipsyncing to Dogmeat? Whenever I talk to him, he just stands there, whereas Rex in FNV will actually have barking animations and such. I've researched the heck out of this and can't find anything on it.
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Tesvixen

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PostSubject: Re: Lipsync for Dogmeat   Sat 16 May 2015 - 16:35

Double click his dialogue lines in the GECK, that opens up a window where you can choose animations for the speaker/listener to use.

In Dogmeat's case, you'd want to scroll down to the animations that begin with 'Dog'... there are some for barking.
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Gray Wolf

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PostSubject: Re: Lipsync for Dogmeat   Sat 16 May 2015 - 17:01

Thanks TesVixen. Unfortunately, I've already tried that and it didn't work. Is it possible that I did something wrong? I'll take another look, but any other suggestions would be great.
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Tesvixen

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PostSubject: Re: Lipsync for Dogmeat   Sat 16 May 2015 - 17:52

Hm, its hard to say. I don't remember having any issues with it in Fallout 3 with my custom dogs. I'll pull it up later and let you know if I find anything.
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Gray Wolf

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PostSubject: Re: Lipsync for Dogmeat   Sat 16 May 2015 - 19:00

Thanks Tes. Much appreciated.
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Gray Wolf

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PostSubject: Re: Lipsync for Dogmeat   Sat 16 May 2015 - 20:04

Well I tried it and it didn't work. Hopefully it'll work on your end. That way I can see if it's just a problem on my end.
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Gray Wolf

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PostSubject: Re: Lipsync for Dogmeat   Mon 25 May 2015 - 21:40

Any updates Tes? Just checking in.
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Lipsync for Dogmeat

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