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Everything posted by Esteris
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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
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[Mod Request] Who cares about Gale?
Esteris replied to FishIsTwonk's topic in Baldur's Gate 3's Mod Ideas
Can't Withers bring him back? -
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:
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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.
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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?
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Played all day, then Win 10 upgrade. Now CTD during load.
Esteris replied to MuggleDude's topic in Skyrim's Skyrim LE
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. -
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
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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?
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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.
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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
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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 ;>
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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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That's generally my idea atm. That's why I started a fresh install after fearing some derps. I want to set the thing up, merge whatever seems reasonable to be merged and keep activating stuff while starting a new game. Then make some god-mode test walkaround before even thinking of starting a legit playthrough. I've thought to wait for the new version of the Legacy of the Dragonborn anyway, but coming to this forum I've seen some unsettling reports on the first page. The mod sounds beyond awesome, but I'd need to know how to make sure it won't screw my install over. I don't know how to know that :<
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I don't know, maybe I'm wrong (very likely), but I'm quite certain I had those settings in my previous install a week ago and yes, they displayed the speedhack-enabled-graphics-disabled red message at the top UNTIL I installed an ENB. The message then became yellow saying graphics mod is active and supported by ENBoost. Without changing those settings in the ini. Also, these are settings recommended by STEP and they mentioned by every other setting that needs to be changed with ENB that it's the case. Not here: http://wiki.step-project.com/ENBoost I don't know. I'm too scrubby to judge, maybe the ENB changed it on its own or something. But then again, STEP recommends/requires those settings AND also recommends some ENBs. Modding Skyrim is hell, there's no end to confusion :D
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I've had an install of Skyrim, but there was some fiddling and I had an inkling I messed up some stuff outside of MO. So I: - uninstalled Skyrim, - deleted all of the local files from program files and documents, - uninstalled MO, - reinstalled the game, - reinstalled the CK, - pasted cleaned-up Bethesda .esps (cleaned up ok, they worked before) - configured my .ini files according to STEP recommendations (oddly, my resolution got set lower in the game, I had to find the ini file and manually enter a bigger one, but I don't think it matters... though who knows -.-), - installed MO into the Skyrim folder (which seems to be the 'proper' place for it), - moved only "downloads" and "mods" folders back to MO, - activated skyUI, XMPSE skeleton, USLEEP, and Alternate Start mod + New Beginnings Decided I would learn how to merge mods on those two as they're easy to check. Set up Merge Plugins as tutorial dictates. Merged the two plugins, wanted to test, lo and behold game crashes on clicking the bed. I thought - okay, I messed up the merge or something. - deleted the merge in MP - deleted the merge folder entirely from MO - activated both original plugins - sorted things with LOOT The game is still crashing upon clicking the bed. - Googled the issue - they said reinstall the skeleton - reinstalled the skeleton - activated and ran FNIS just in case The game is still crashing upon clicking the bed... - made a clean MO profile - deleted everything aside logs from MO overwrite folder (no idea what else to do) - didn't activate ANYTHING but Alternative Start and USLEEP, no skeletons, no nothing No luck. What in the world have I broken? D:< And HOW? I want to build a as-stable-as-can-be big Skyrim install, but it just doesn't seem possible if it's already broken and I haven't even started sadpanda... [EDIT: I do of course have SKSE installed and I also have Enboost running. Additionally I've done the steps required by Merge Plugins to work, so there's Champolion and the scripts.zip from CK are upacked (without overwriting SKSE scripts, as per instructions)]
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So, my game is crashing when I try to equip 2 weapons. It generally behaves weird then. Once it crashes instantly, then it lets me, but the second dagger appears in a strange place on the idle in the inventory (other time it appears right). And also it disappears from the inventory list when equipped, entirely, but it can appear back after I click the remaining dagger twice... I don't know, it's mucked up. And then it crashes. Would anyone have a clue what could be causing it? Is it possible that the idles mod is at fault? Seeing how the idles seem to have trouble handling the two weapons. I'm not sure. I can't turn it off, because it just replaced the files :D And I don't have a backup. Shame on me :sad:
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Well, "step by step as I click through actually doing it" is the best kind of guide! It's 100% idiot proof :D Maybe one day you'll feel like organizing your OR/OSR knowledge in forms of guides like that too, who knows ;> Because, honestly, to me it's black magic. I can draw pictures and make up stories, I can't tech. It's been... <counts>, um around 6 years since I did any math-related anything other than counting change at the store/thinking what I'd spend my imaginary billions $$$ on. My brain is in full of fuzz :p And those documentations talk about system specifications, some sort of hardware adjustments, numbers, words, I don't understand aaany of it. I'd barely recognize the name of my graphic card :D I just won a battle with moving the needs HUD bar to some logical place, I'll take that victory. It really didn't want to accept any somethingRight somethingLeft commands. Pff. But ye, moving bars on the screen is more my speed I'm afraid. Best of luck to you with your discoveries about OR and OSR!
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Here's the thing I found if you want to store it somewhere :tongue: It worked for me, the pictorial guide, on the other hand, not so much. Don't know why, but something went wrong there. I don't know, my machine should be able to handle it, but I'm way too clueless to properly configure the performance of Oblivion. I'm afraid to mess up with the plugins and their inis. I'm actually using Oblivion Reloaded since the previous version linked there (I suppose that one was called OBGE then). I considered using Streamline, but it requires some tweaking to work with OBGE and the description doesn't tell me jack, I've no clue how Streamline truly works. I looked at that mentioned ini but honestly, I decided to pass, because I didn't know what and where to change to 'turn off the framerate monitoring' or similar. I fear I'd just break it. Same goes for Heap and OSR, there's something mentioned in the comments about changing "to heap 6 at 1024" (or close number). I got some heap. I got OSR. What I haven't got is a clue what heap #6 is and someone in the comments was going like "OSR has heap #6?! I thought they just had 5!!" ...wat? :tongue: I don't think ENBoost can be ran with OBGE simply either, because they both do some purging and all and I'm not sure if they're not doing the same thing/conflicting with one another. Operation Optimization is said to be outdated/included in UOP. I patched Oblivion.exe with 4GB Patch and I guess that's all I know I can do. I haven't found a simple step-by-step guide how to optimize Oblivion in 2016 that takes all the available tools into account. I remember seeing guides like that in the past, but that was before new stuff (like Oblivion Reloaded) were available. It's a shame, but I don't think someone as clueless as me can really achieve much in this regard.
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Hah, well, I think it's a bit like reading negative reviews for whatever you want to buy/watch/read. If the reviewer makes a lot of sense (comprehensive list of what they don't like and why) it might be worth taking a note of, especially if the opinion repeats. In the case of these mods I decided not to use there were of course no replies by the author, because most of those mods are abandoned anyway. All of the mods have some errors mentioned in the comments, but if the solution was given/support is active, I decided to install those because I can come crying for help somewhere and that's vital with mods I think :D Interesting bug right there with the road :D Good to know some crashes can be solved like that. I didn't know fast travel itself can cause hiccups like that, I'll keep it in mind. Well, as long as it works like it did on that attempt where I couldn't break it it's all good - I know the game may crash once in a while and as long as it's random and not a sign of deep trouble I guess that's fine. But not on the first travel attempt after loading Oblivion :D That's a bit much I fear :D Let me play for a couple hours before that! #### I built the patch, Google found me some n00b-friendly guide that someone posted around here in some other topic. That someone was actually you :D Oddly, this time when I followed the guide different options appeared and it ate less plugins. Mystery. I wonder what sort of bamboozle I cooked up yesterday when I tried it and everything exploded... (: So far so good. The test "run" was of the "uncrashable" kind. Character creation works with OCO, nothing seems amiss. I hope it stays that way, but I can already feel every fast travel will feel like a delicious crash opportunity :D Sadly, Better Cities seem to be making the game a bit less stable. I'll probably install them only after some more testing (and actually playing with old cities to appreciate those improved ones more later... which was the plan anyway) :smile: Thank you for your assistance :smile: Both now and in your past post I dug out :D ...this dark background here just slaps me in the face with how I overuse emojis...