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Esteris

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    Nothing. GIVE ME HOLIDAYS NOW!
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    Baldur's Gate

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  1. I tried looking into it a week or two ago when I got annoyed at how unimmersive the female voices are for a drow from Underdark, but alas, it seems currently to be a massive PITA to do anything with it. Then again, I'm not a modder myself. I'll drop a link to my thread with useless findings regardless, maybe it helps someone more in the know: https://forums.nexusmods.com/index.php?/topic/13126323-custom-tav-voicesets-has-anyone-figured-it-out-yet/&do=findComment&comment=126524508
  2. Hey, So, I'm curious if anyone's figured out yet how to make custom TAV voice sets - even partial ones, for the lines that we hear a lot during moving, taking actions etc. I am severely irked by the available voices completely not working with the character I want to play - a young drow sorceress. I'd be fine with either a young drow or a young sorceress/wizard. Heck, I'd even settle for something even more neutral and bland. Or silence (but let other NPCs speak, I like them!). But constantly talking about people at home not believing the adventures, wondering if the gods are watching her, and pondering about what her boots have seen... is not it. And it's a blight on my *immersion* (oh no!) :ninja: So I've tried to dig in, without too much success (just some... questionably useful findings). Here's what I found, maybe it kickstarts *your* research ;) Or maybe someone comes and says it's all figured out by now. 1. The game files are most likely converted and implemented using Wwise, a software I know f*#@ all about, other than it names everything with illegible strings of gibberish D: 2. You can find voice files in .pak format in: \Steam\steamapps\common\Baldurs Gate 3\Data\Localization\Voice.pak 3. You can extract the files using ExportTool-v1.18.2, which you can find on GitHub: https://github.com/Norbyte/lslib/releases (2nd tab, .pak files) 4. The files are in .wem format, and you can listen to them using Foobar2000 and a library, linked and explained in this topic: https://www.reddit.com/r/aoe2/comments/oi70i1/need_help_converting_sounds_effect_wem_to/ 5. There are over 180 000 of them and only Narrator's are labeled in anything close to legible way (they're at the end of 180k) If someone found a way to use any of this to create new voice sets, there could probably be a way here to re-package the files, but that's... extreme, given it's all voices in 1 file. I suppose it would have to be up to everyone personally to pick a voice to replace and then repackage their files, which is wildly cumbersome and crazy. And that's after actually finding the voiceset's own 2000k or however many files... Aah. But at the same time, new voice sets, modded in, couldn't be used for existing characters due to lack of mid-game customization! An exercise in insanity, to say the least ;) Anyway, I realize this isn't all too pointful and likely unhelpful, but hey - if you can record your voice set, pluck your files out of the 180 000, rename all of yours, reconvert them to .wem (supposedly can be done with Foobar, I wouldn't know, and I don't have Wwise to say anything about that), package them back into .pak... you could probably have your new voice set in the game replacing the one you've picked for your character! No, but really, has anyone figured out a *sane* way of doing it yet? :laugh:
  3. That doesn't really tell me how to make it work :sad: I'm not a modder. I'm most an xEdit scrub moving crap around to modify it. My CK experience is limited to setting up planters. I'd much rather know how to do it in xEdit too, as the two items come from two different mods and I want to make the change in a patch. Doing something like that in CK makes my head hurt, have to esmify espify crap and then it crashes 10 times before anything gets to happen. Very confusing and I'd fear it would break my install somehow.
  4. I tried to hunt down something like that in xEdit, but the best I could think of from my setup were CACO Cabbages, which is a more complex affair. Is there a simple way to make it? Just one specific item to produce another specific item upon being consumed. Like, idk, eating a bowl of fire salts produces a bowl?
  5. Hey Muggle, I read up on Windows breaking games and how reinstall might help. I have ran the file validation on Steam and it has found errors in 5 files (they weren't there not long ago, I have ran the validation quite recently [3 weeks ago?] while testing something). Fixed them and the game seems okay. At least right now.
  6. That's so very strange. I'll see if I can investigate and I'll let you know if I find out anything sensible.
  7. EDIT: I ran the game with just SKSE, ENB, Alternate Start and FNIS profile. Same crash on a new game. Clearly neither mods nor saves are at fault. Something must've mysteriously broken deep down. But HOW? I haven't touched a single thing there! D:< Hi, I have a weird CTD issue with Skyrim that appeared 2 days ago out of nowhere. I get "reliable" CTDs after 7-15 minutes in game. Doesn't matter whatsoever what I'm doing. I've been testing various saves just by launching the game -> loading a save -> opening the console and leaving it be. I loaded a save that I had played on for 2 or 3 hours afterwards two days ago (until I quit the game and went to sleep). Crashed after 11 minutes. What could possibly be causing this? I'm clueless about how to debug this even. I haven't added or removed any mods, haven't changed any .ini or in-game settings. The only other thing is I've noticed twice during testing the game audio died. Completely muted itself (not in settings). I need some tips D: I am running Crash Fixes and ENBoost, the game was really stable before this. And since older save that was fine also has issues suddenly, I'm really confused. https://modwat.ch/u/Echo/plugins
  8. Hi. Quick and hopefully simple question. There's this cool mod: https://www.nexusmods.com/skyrim/mods/84702/?tab=files&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D84702%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D5734357&pUp=1 But people say the biggest annoyance in it is that it adds a line to every NPC to give them 50 gold at some point. Is it safe to just go into CK or (preferably) xEdit and just ax the line? Or will I break the mod this way?
  9. Hi, I don't think there's a mod around that helps do it (tried to find it anywhere and failed). I am deeply bothered by some mushrooms looking really not very harvested after harvesting them (glowing mushrooms being the biggest offender here, but others aren't saints). I'd love some simple mesh replacers that make the harvested mushrooms just stems or just nothing at all. I have tried to see how to make it but it would require nifskope and mesh tampering and other scary things D: I thought perhaps someone who knows what's what could whip those out without much hassle? I'm using WM Flora fixes and Requiem patch for those if it matters at all, I don't know, I'm too green. Thanks.
  10. Hey. So I want to build a very simple house mod for myself and I'd like to ask if someone could point me into the right direction (tutorials/guides/something such). I knew how to do it few years ago, but I remember little and also things have changed in CK since then afair. Wouldn't want to bump into outdated things and not realize it :< Things I want/worry about borking/don't know how modders do: 1. Exterior - how do people do those? Do they model things in 3Ds Max or something? Or can you build a house with CK assets? 2. Safety of containers - if I set the cell as 'safe' (I'm sure some tutorial will tell me how, it did last time), that means all containers wherein will be safe? Even if I, say, download a model of a chest? 3. How do you make sure it doesn't conflict with other mods (that I may only find and install a good while from now) by where it's placed? Any simple way or pick a wild place and hope for the best? :D 4. I won't play until SEE has SKSE and all, but I believe a house mod won't need anything changed when that comes, right? Since it's script-free? Should I be using SEE CK? Or is there no difference? Man, I'm green D: 5. Do mannequins still eat weapons in SEE? :D I recall they did. 6. If I want the house to cost something, what would be the simplest, most caveman way of making it happen? Like, I'd literally be content with a dwemer ball that gives a key for gold. Hell, it can be a troll carcass. As long as it takes money. 7. Any obvious pitfalls and mistakes one can make to break the game by inserting their housey into it? Thankies <3
  11. Hey guys. Viridiane here. Dropping by to let you know that together with Kris Takahashi (the author of "Interesting NPCs" and "Tales of the Commonwealth") we started a new weekly mod review show. It won't be just mod talk, but also little skits and interviews with our beloved modders :) All in lighthearted, semi-serious style. If it sounds like something you might be interested in, you can find the first episode here: And without spoiling much, let me say that in one of the upcoming episodes you'll have a chance to see someone responsible for some of the most beautiful creations found on the Nexus ;>
  12. This looks like some mod's assets are missing. Textures for walls/floor are clearly gone, maybe some meshes too? But if you didn't change anything in your mod order/didn't move any files around it's rather odd that it suddenly appeared. I remember Oblivion used to have a mod that let you click on those and displayed which mod introduced the missing elements for easy fixing. I don't know if Skyrim has such a thing, and I'm sorry I can't be of more help, but maybe this will let you try to think of something you might've changed to make it happen? You can also try Googling for the 'red exclamation mark', there's a fair chance some guys had this issue as I'm sure it's not too rare. Good luck anyway.
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