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liag247

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  1. Thanks for your answers, however, the problem is that I know that I'm using the correct directory structure, but the game doesn't want to load my custom voice files for some reason. I noticed that the tool you had written produced different file headers than when I edited the files together manually (mind telling me how it generates them?), but it doesn't work even if I try it with files generated with your tool. Any idea how I can check why the game doesn't load them? And could you please detail how you imported the files from Oblivion, so I know I'm actually doing this correctly?
  2. Everyone who hasn't pirated has the game on Steam. Your textures directory should be found in Steam\steamapps\common\skyrim\Data.
  3. I wrote a Python script for converting .fuz to .xwm automatically: fuz2xwm.py (requires a Python install, obviously). Just run it in a directory with .fuz files and you'll get the extracted .xwms. Going to work on a xwm2fuz as well and then maybe a program which combines several utilities for .fuz and .xwm files. Also, if anyone actually gets custom .fuz files working in the game, please respond to my thread.
  4. Hi, I'm trying to replace a few voice files in Skyrim (namely, changing the guard arrest dialogue lines to the loveable ones from Oblivion) for fun and to understand how they work. I got from this thread that the .fuz files consist of lip syncing data and xWMA audio. I copied the .mp3 and .lip files from Oblivion, converted the MP3s to xWMA and embedded them in the default voice files in place of the original audio. However, when I put these files in the corresponding audio directory skyrim\Data\sound\voice\skyrim.esm\malesoldier, Skyrim doesn't want to load them, and insists on using the original dialogue from the .bsa. I check "load loose files" every time I start the game (although as this thread indicates, this doesn't seem to work for a lot of people), but nothing happens. I have some texture mods installed that just consist of texture files that replace the default ones just fine, so it's pretty weird that this doesn't work. Is there's something I've missed or could this just be due to the files I made not being correct? If so, is there some way to check? I can convert my .fuz files back to .xwm and they work just fine, so they seem to be correct. Also, regarding the lip-syncing format in FUZE files, does anyone know yet how this works? Is it the same as the .lip format in Oblivion or different? In any case, is there any chance of the Creation Kit including a lip syncing utility for modifying/creating these? Thanks for any anwers.
  5. .fuz basically combine lip-syncing data and xWMA audio. Open the files in a HEX editor (like the hex editor plugin in Notepad++) and remove the blocks before the "RIFF" string. Then you can rename the file to .xwm and use programs like xWMAplay to listen to them and xWMAEncode from the DirectX SDK to convert them to WAV. I wrote a python script that automatically converts .fuz files to .xwm, just run it in the directory with the files and it will convert them.
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