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Posted

Hi,

 

Is there a way to replace the voice lines in Oblivion with my own voice? I'm trying to make a mod of Oblivion where one already existing character is voiced by me. Everything else is the same, the words in the lines, the length of the audio clips, the lip syncing. All I want to do is replace .mp3 voice files with files of my own voice saying the same line.

 

I've found tools to unpack BSA files and edit the .mp3 files for specific voice lines, but I haven't been able to then successfully re-pack the voice files with my edits and replace the original BSA.

 

Any advice would be appreciated.

Posted

You don't need to repack the files at all, you just need loose files with matching directory and file name inside Oblivion\Data and it will be overwritten

  • 100% 1
Posted

You don't need to repack the files at all, you just need loose files with matching directory and file name inside Oblivion\Data and it will be overwritten

Thank you! This worked for me :)

  • 3 years later...
Posted
On 10/27/2021 at 9:01 PM, KatsAwful said:

You don't need to repack the files at all, you just need loose files with matching directory and file name inside Oblivion\Data and it will be overwritten

Wait so how do you do this with a ESP file? Can you give us a more detailed walkthrough?

Posted

The CS wiki has a tutorial. See my getting started post pinned at the top for links.

  • 2 weeks later...
Posted (edited)

Here to tell you that replacing your own custom voice can't be done with construction set because construction set use bsa files to replace those sound but remastered version don't use bsa. Delete Oblivion -voice1.bsa and Oblivion -voice2.bsa from data folder and run the game. You will realize the game still work as intended. 
You can refer https://www.nexusmods.com/oblivionremastered/mods/2557 and some other mods that replace voice dialogue for reference and they make mods based on pak files which is beyond what construction set can do.
All you need to do is refer to how they mod player's voice and replace respective sound file you can find in pak with your own. 
You also may want to refer below for further information on how to work with pak files

 

Edited by terrygaming001
  • 1 month later...
Posted
On 5/13/2025 at 6:29 PM, buttflapper said:

Wait so how do you do this with a ESP file? Can you give us a more detailed walkthrough?

You don't need to use an esp file when you are simply overwriting an existing file. This is how mods were able to be made for Oblivion and Skyrim before the construction kits were out.

Basically the gamebryo engine looks for the directory of the file noted in the .esm/.esp file from the main games. If there is a file in the directory there (called loose files) it will choose that. Only if there isn't a file there will the engine then look into the archives (the .bsa files) to grab the file. So if you just want to overwrite something that already exists in the game, you don't need an .esp, just its location in the file structure.

 

For example. He wants to replace a voice file of an existing NPC with his own voice file. All he had to do was rename his voice file to the one that exists in the .bsa and then make a directory that matches within the Data directory of the Oblivion install folder. The engine picks that file first because it always chooses loose files over archived files. Does that make sense?

Posted
On 5/26/2025 at 4:43 AM, terrygaming001 said:

Here to tell you that replacing your own custom voice can't be done with construction set because construction set use bsa files to replace those sound but remastered version don't use bsa. Delete Oblivion -voice1.bsa and Oblivion -voice2.bsa from data folder and run the game. You will realize the game still work as intended. 

 

I don't think he was referring to the Remaster with this.

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