Jump to content

FUZ files will play in CK but not in game


Recommended Posts

I don't understand, the voice files will be placed in the folder named after your plugin (Sound\Voice\pluginName.esp) and after that, you can put whatever voiceType folder you want.

I am altering vanilla content. Thus the file path is Sound\Voice\Fallout4.esm (or DLCCoast.esm etc)\[voicetype]

Edited by Guest
Link to comment
Share on other sites

 

I don't understand, the voice files will be placed in the folder named after your plugin (Sound\Voice\pluginName.esp) and after that, you can put whatever voiceType folder you want.

I am altering vanilla content. Thus the file path is Sound\Voice\Fallout4.esm (or DLCCoast.esm etc)\[voicetype]

 

Open the quest in xedit and copy the dialogue you want to change as override into a new plugin and work from there.

Link to comment
Share on other sites

I mean in the ck itself. Feel free to send me a non-functioning version of your mod with just a couple fuz files to limit the size.

The game SHOULD work with the setup you've described above

 

If you want to test what I'm saying, you can extract any FUZ file from the game and rename it to a different but specific voice file in a DLC. Place it into the vanilla file path for the specific line you want to replace, and test it in game. It won't play. I've actually tried this. For example, in one instance, I grabbed a random FUZ file from FemaleEvenToned and renamed it to Kenji's line "Dammit. Come in! I know you're listening on the other end! Where is she? Where's my daughter!?" (00008af8_1.fuz). Then I placed it into the file path... Sound\Voice\DLCCoast.esm\DLC03MaleMrNakano. The game always ignored the new FUZ file and played what was in DLCCoast - Voices_en.ba2.

Link to comment
Share on other sites

  • 2 weeks later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...