chibievil Posted May 28, 2010 Share Posted May 28, 2010 for some odd reason, cullen voices dont work, i press the play button no sound.His sounds work for when you reenter the tower when it full of abominationsnot sure if it works in game but i havent put anything in override folder Link to comment Share on other sites More sharing options...
danscott84 Posted May 28, 2010 Share Posted May 28, 2010 for some odd reason, cullen voices dont work, i press the play button no sound.His sounds work for when you reenter the tower when it full of abominationsnot sure if it works in game but i havent put anything in override folder In the object viewer for the speak line, did you flag it to look for the VO? I think it's set to true by default for the "No Vo In Game" box. Change that to false. Also might have to relocate your sound speaker to near his position. Link to comment Share on other sites More sharing options...
chibievil Posted May 28, 2010 Author Share Posted May 28, 2010 no the VO thing is on false but when i choose a voice for anotehr character theres sound, i think something happened even tho i didnt do anything to his voice Link to comment Share on other sites More sharing options...
danscott84 Posted May 28, 2010 Share Posted May 28, 2010 no the VO thing is on false but when i choose a voice for anotehr character theres sound, i think something happened even tho i didnt do anything to his voice I would be very interested if someone knew why this happened then. I did a scene where the player voice sounds distant, but everyone else was very close. I tried moving the speaker to all different places, but no such luck. I figured it had something to do with the player placeholder I used. Link to comment Share on other sites More sharing options...
TerraEx Posted May 29, 2010 Share Posted May 29, 2010 Were you altering lines of dialog in his conversation file? If so the StringIDs may have been reassigned when you committed your changes. The game ties StringIDs to individual voice clips, if you modify a single player conversation line in your own module I believe it gets assigned a completely new StringID in your own module's talk table, thus breaking the link with the voiceovers. It also could be linked to the robobrad/facefx functionality if you've been playing with that. I'm really hazy on this even though it happened to me and I fixed it. I vaguely recall the toolset occasionally generating a new *.fsb / *.fev files (which it dumps in one of the override directories) which overrides the basic voicebank... Look for these in your override directories and delete them to force the game to use the originals:cir230_cullen.fevcir230_cullen.fsbbhm300_cullen.fevbhm300_cullen.fsb Sorry I can't be of more help, but it happened a while back and I can't remember for the life of me. Link to comment Share on other sites More sharing options...
chibievil Posted May 29, 2010 Author Share Posted May 29, 2010 the game itself is fine just toolset has no sound for cullen Link to comment Share on other sites More sharing options...
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