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CK help - Is it possible to generate lip files from pre-existing audio?


rockisdead24

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I am working on a huge follower mod, but the voicelines are not recorded in the CK but in another software. I have not found a way to generate lip files so far, can anyone help me? Is it possible to generate lip files in the CK from prerecorded audio? I've read about "advanced start-up creation kit" on reddit on an 11 year old post being able to do so, but the internet has no information on that kind of start-up option and haven't found it on the creation kit wiki or steam either. Thanks in advance.

 

-edit:

I have the files in the correct location, they are the same name as the CK says and they are mono, 16 bit, 44100 mono. Pressing "generate lip" doesn't work.

Edited by rockisdead24
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You first would need this:

https://www.nexusmods.com/skyrimspecialedition/mods/20061

From 'main files section, download both CK64 fixes release 3.2 and FaceFXWrapper 0.4. These unzip into your SSE directory, NOT into 'Data'

 

Then, you need the file from here:

https://www.nexusmods.com/skyrimspecialedition/mods/40971

 

You also need this app:

https://www.nexusmods.com/skyrim/mods/19242

It is a standalone tool that lets you extract .wav and .lip from .fuz and pack them back.

 

I needed to splice a few lines for 'female nord' voice type for a quest + dialogue experiment, and my workflow was like ths:

1. Under player dialogue, right click empty line and select 'New'. This opens New Response box. At this time, just type in text of the NPC response, select emotion, and click OK.

2. You get a Topic Info window where you can set conditions, options, links, add script fragments etc, as well as add additional lines to the response.

3. Double-clicking on an existing response line brings up 'Edit Response' window, and now it has the audio section with a table listing valid voice types (and their location) and the voice file name.

4. I select and copy the voice file name, go to the directory where I got my edited .wav files (44100Hz, 16bit, mono), and change the one I need to have that name.

5. Then I copy the renamed .wav over to proper directrory (Data/Sound/Voice/MyQuest.esp/FemaleNord). I close 'Edit Response' window, open it again, now it says I have a wav file.

6. I check the 'From WAV' button, and click 'Generate Lip File'. You should see something like this in CK log:

DIALOGUE: Moving temporary LIP file to 'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\MyQuest.esp\FemaleNord\0_quest1_0_topic1_001E1876_1.lip' (Succeeded)
Now, try as I might, I could NOT get the 'Preview' button to work.

After you have created all your dialogue and have a whole bunch of .wav and .lip files in the target directory, run the Unfuzer.exe app.

So I click under 'Folder to parse', navigate to C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\MyQuest.esp

I check all the checkboxes, and click 'Refuz' to pack each .wav/.lip pair into a .fuz

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I am working on a huge follower mod, but the voicelines are not recorded in the CK but in another software. I have not found a way to generate lip files so far, can anyone help me? Is it possible to generate lip files in the CK from prerecorded audio? I've read about "advanced start-up creation kit" on reddit on an 11 year old post being able to do so, but the internet has no information on that kind of start-up option and haven't found it on the creation kit wiki or steam either. Thanks in advance.

 

-edit:

I have the files in the correct location, they are the same name as the CK says and they are mono, 16 bit, 44100 mono. Pressing "generate lip" doesn't work.

 

 

Can't say for CK but afaik, the xVASynth (voice mod) project has a tool for that.

 

This seems might be it although I'll admit I didn't dig beyond skin deep into it (so I could be off base).

https://www.nexusmods.com/skyrimspecialedition/mods/55605

 

fyi fwiw.

Well thanks for the answer! The thing is, I have used the xVASynth before, but I use a different tool now. If I understand correctly, this can only generate lips for xVASynth-generated audio, am I right? I'll look into it further though, thanks for the help! :)

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You first would need this:

https://www.nexusmods.com/skyrimspecialedition/mods/20061

From 'main files section, download both CK64 fixes release 3.2 and FaceFXWrapper 0.4. These unzip into your SSE directory, NOT into 'Data'

 

Then, you need the file from here:

https://www.nexusmods.com/skyrimspecialedition/mods/40971

 

You also need this app:

https://www.nexusmods.com/skyrim/mods/19242

It is a standalone tool that lets you extract .wav and .lip from .fuz and pack them back.

 

I needed to splice a few lines for 'female nord' voice type for a quest + dialogue experiment, and my workflow was like ths:

1. Under player dialogue, right click empty line and select 'New'. This opens New Response box. At this time, just type in text of the NPC response, select emotion, and click OK.

2. You get a Topic Info window where you can set conditions, options, links, add script fragments etc, as well as add additional lines to the response.

3. Double-clicking on an existing response line brings up 'Edit Response' window, and now it has the audio section with a table listing valid voice types (and their location) and the voice file name.

4. I select and copy the voice file name, go to the directory where I got my edited .wav files (44100Hz, 16bit, mono), and change the one I need to have that name.

5. Then I copy the renamed .wav over to proper directrory (Data/Sound/Voice/MyQuest.esp/FemaleNord). I close 'Edit Response' window, open it again, now it says I have a wav file.

6. I check the 'From WAV' button, and click 'Generate Lip File'. You should see something like this in CK log:

DIALOGUE: Moving temporary LIP file to 'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\MyQuest.esp\FemaleNord\0_quest1_0_topic1_001E1876_1.lip' (Succeeded)
Now, try as I might, I could NOT get the 'Preview' button to work.

After you have created all your dialogue and have a whole bunch of .wav and .lip files in the target directory, run the Unfuzer.exe app.

So I click under 'Folder to parse', navigate to C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\MyQuest.esp

I check all the checkboxes, and click 'Refuz' to pack each .wav/.lip pair into a .fuz

Big big thanks mate! That's what I needed, I'll try it out after my exam today, you just might be my life-saver! I had the Facewrapper installed already but it doesn't seem to work saying I have the wrong (it's the newest) version of CK. Maybe I installed it wrong, it's not in Data though. Anyway, thanks again and I'll give you an update. Have a nice day to both of you.

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I did have issues at first where I did not have correct .dlls and any attempt to use FaceFXWrapper crashed CK. I later was able to get it working, but while it was not, I was able to use it standalone.
This is how I had it set up:

I created a directory (D:\Fonix) where I put both FaceFXWrapper.exe and FonixData.cdf files. I also added 'Input' and 'Output' folders under it.
I created following batch file:
process.bat

FaceFXWrapper.exe Skyrim USEnglish FonixData.cdf Input\%1.wav Output\%1.wav Output\%1.lip %2

File processing example:
create a wav file (i.e. response1.wav) where NPC says "I knew you were not to be trusted" and put it into the Input folder.
open console (cmd), go to D:\Fonix, and run:
process.bat response1 "I knew you were not to be trusted"
It will place resampled response1.wav and response1.lip into Output folder.

 

After processing them all, run the Unfuzer on the Output folder, and then rename and copy the .fuz files as needed under Data/Sound/Voice

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