.lip files
#1
Posted 25 October 2012 - 02:21 am
#2
Posted 25 October 2012 - 04:00 am
For convenience, I'm going to re-paste my dialogue tutorial here. Steps 4-6 detail the process I mentioned above.
When I install dialogue, here is what I do:
1) Record and sweeten the audio files in a 3rd party program. I use audacity on my mac, as it's set up for that kind of thing.
2) When you're satisfied with your files, export them and place them just outside the voice folder for your character. For example, my WIP companion, Atvir has a voice folder called "JFADAtvirVoice" that can be found in C:/Program Files (x86)/Steam/SteamApps/Common/Skyrim/Data/Sounds/Voice/Atvir.esp. I strongly suggest that you name each file by the first few words that are spoken, so that you can easily match them up to the written text without having to listen to each one.
3) In the CK, write all the topics you will need for your entire scene (or whatever you're voicing).
4) For each topic, record a second or two of silence. The reason we do this is so that the CK believes that there is a voice file associated with the topic - if we don't, and we just import our custom voice files, the CK won't detect them, even if they're named properly and in the right folder.
5) Now comes the long and annoying part. Each line of dialogue has a "Voice Filename" that you can find if you double-click on the "Response Dialogue" in the Topic Window. For each of your lines of dialogue, you'll have to find the associated "Voice Filename", highlight it, CTRL+C to copy it, and rename its voice file counterpart to whatever it's called.
6) Once you've got all your voice files properly named, drag and drop them into the character's voice folder (continuing with my previous example, I would put them in "JFADAtvirVoice"). You will be asked if you want to replace existing files, select "Yes to all".
7) Now that all your voice files are named correctly and in the right location, all that remains is to generate .LIP files for each one. For each line of dialogue, go back into the Topic Window, double-click on the Response Dialogue, select your character's voice type from the list at the bottom (if you're using a custom voice, it'll probably be the only one listed). With the voice type highlighted, click on "From .WAV" at the bottom of the window, then click on "Generate Lip File", at the left.
That's it!
It may seem ridiculously complicated (hell, who am I kidding, it is), but it's the only way I know of to import clean, custom dialogue. If you're still having issues, and you're sure you followed the above-mentioned steps correctly, then you might want to try converting your .WAV and .LIP files to .FUZ format. Doing so requires Microsoft's XWMAEncode program, found as part of the Direct X SDK (http://www.microsoft...on.aspx?id=6812) to first convert your .WAVs to .XWMs, followed by Agnahim's FUZExtractor (http://skyrim.nexusmods.com/mods/950) to combine your .XWMs and .LIPs into .FUZ files. The FUZExtractor's main page and comments section have a lot of good info on that process.
#3
Posted 25 October 2012 - 02:18 pm
#4
Posted 26 October 2012 - 03:32 am
#6
Posted 08 May 2014 - 09:56 pm
#7
Posted 09 May 2014 - 08:26 am
recording sound for ck and getting the lip files is easy.
1.) set up the dialogue subtitles in the ck
2.) go down to the Record/preview/save area and press "Record" leave it for a few seconds, then press stop.
3.) a Temp.wav and Temp.lip file should be created in Data/sound/voices - cool, it worked
4.) open Audacirty, record your line of dialogue using sample rate of 41000 mhz or wat ever it is and set it to mono track.
5.) tinker with noise removal and equalization to get your audio sounding grand.
6.) Go to File > Export then navigate to your sound/voice directory inn skyrim where Temp.wav.lip are located.. name the audio file you are exporting as "temp" then click Yes when asking to overwrite same named file etc
7.) bring back up CK, it should be on the dialogue box still - click on the line where it says it will be saved too.. make sure the box next to "Generate lip file" that says "from wav file" is ticked then click on "Save" then highlight the save directory in the box above again and click on "generate lip fle".. then press preview.
Easy )
#8
Posted 18 June 2014 - 03:17 am
OMG that is a ridiculously long method TNO, to rename every single file as the temp file and saving the wave manually for every line of dialog I have for my mod would take the better part of a month to do. There HAS to be an easier method. I've been using the voice-tool/XMAconverter/FuzExtractor method and boxing it all up but it isn't generating the LIP files like it is suppose to. It's supposed to utilize the CK to generate them but the best it does it open the CK, and then just continue along all tra-la-la and all I have in the end is an XMA file and no LIP or FUZ. If I HAD a fuz file in their which was generated from the proxy sound file saved via the CK, then it will work, box up the LIP file and then convert to a FUZ file, but it's only drawing the old LIP file rather than building a new one
#9
Posted 18 June 2014 - 05:37 am
You might be interested in this article: How to generate voice files by batch
Also, you can generate .fuz files through an easy graphical interface with Unfuzer.
#10
Posted 18 June 2014 - 03:05 pm


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