Chimoru Posted July 20, 2010 Share Posted July 20, 2010 Ok, so I've been messing around with the mod called "Party Recruiting 1.0" so you might need to be familiar with that to know what exactly I'm talking about. Anyway, I've managed to swap a few characters out like these: Rikku = Malcolm, the warden from the Sacred Ashes Trailer.Troga the Darkspawn = Some qunari mage I madeI've put voices over those 2 by editing their utc files (changing gender and race, etc.) and using the PC_dwarf.fsb and the Human_Male_violent ones. Well, they work fine. The problem is when I put in Awakening Characters. I know you can't gust swap the original UTC files with the ones for this mod and have them work, so I just edited the existing ones to LOOK like the Awakening companions by changing the fields in the toolset. Arl Eamon = VelannaAnora = SigrunFlemeth = AndersLady of the Forest = NathanielAndrastalla = Justice The Lady and Andrastalla had the extras on them like the head flames and leaves, but I edited my Savegame and was able to give everyone their proper names and remove the effects, however, I can't get over this last hurdle of getting the voices from the Awakening characters to work. In the character selcet screen, the Awakening characters do not animate or speak when you click them in and out of the party. I don't think they speak when in battle either. I know if I were to switch the official voices out for generic ones, they WOULD work, but I would rather just have the actual voices assigned to the proper companions. Edit: I don't need them to have dialogues or anything, just use their normal voices in the party select and on the field. Anyone know why this is? Is there a work-around I can do? My guess is that since there were some small changes in the builds of the Awakening characters, the voices also reflect change, and that they are no longer downwards compatible to Origins... Any help would be greatly appreciated. Chimoru. :D Link to comment Share on other sites More sharing options...
DarkeWolf Posted July 21, 2010 Share Posted July 21, 2010 Ok, first off, I gotta ask... how did you get their names to change? I've been trying to get that to work for several months now, and havent been able to find the files in this particular mod that need to be modified for their names to show up differently. K, now keep in mind that I dont have DAA installed on my system anymore, I uninstalled it to get rid of patch 1.03but they use very simply named filenames for those characters. Like ss_velanna for velanna. so for her all you'd need to do is change the soundset value to ss_velanna or ss_anders, ss_sigrun, etc. I havent gotten my party_recruiting characters to animate in the char stage area either. I have a feeling that it's programmed into the character stage files to make then do that. But I dont know that for certain, it's only a guess. The problem *might* be that since the files are located in a completely different module/campaign, the override folder doesnt access them from the override folder that the actual mod is located in. Guessing there too, as I havent tried using soundsets from DAA. (Especially since neither the game, nor toolset accesses any of the DAA data)Now, I DO know that if you try to extract a soundset from the file that it's in, it will botch the voice-overs for that character. I tried it a long time ago with Morrigan's soundset, and she ended up talking like a generic answering machine from back in the 80's!So you might try finding the file that contains their soundset files (probably a .erf file) and copy and paste it into your override folder with the mod. If that doesnt work, you could try extracting their ss files from the COPIED file. Just remember to delete them out of your toolset cache afterwards or you'll end up with the afformentioned problem. As I said, I dont have the expansion on my system anymore. So I cant tell you the exact location of where their soundfiles are located. I do know that faces are located in packages >> core_ep1 >> data >> face.erf of the folder that the GAME is installed in. (not your documents folder). However, I DON'T know exactly which file the voiceovers are located in :(My first guess would be packages >> core_ep1 >> data >>designerdialogs.erf tho. Hope that this helps out some :) Link to comment Share on other sites More sharing options...
VGfallout Posted July 21, 2010 Share Posted July 21, 2010 that's it.from now on dwolf, any thread i happen to come across that you have responded to with help that i participate in as well, will now have a quote from ghandi before anything pertinent is saidA 'No' uttered from the deepest conviction is better than a 'Yes' merely uttered to please, or worse, to avoid trouble. -ghandi now, as for the VO files in daa my friend, check the fsb in x:programfiles\dragonage\addin\dao_ep_1\module\audio\vo\en\vo if i remember correctly (uninstalled daa while ago & only use its stuff as resources now) should have what you seek buddy ;] Link to comment Share on other sites More sharing options...
nezroy Posted July 21, 2010 Share Posted July 21, 2010 A 'No' uttered from the deepest conviction is better than a 'Yes' merely uttered to please, or worse, to avoid trouble. -ghandi LOL! Link to comment Share on other sites More sharing options...
Chimoru Posted July 21, 2010 Author Share Posted July 21, 2010 Ok, first off, I gotta ask... how did you get their names to change? I've been trying to get that to work for several months now, and havent been able to find the files in this particular mod that need to be modified for their names to show up differently. K, now keep in mind that I dont have DAA installed on my system anymore, I uninstalled it to get rid of patch 1.03but they use very simply named filenames for those characters. Like ss_velanna for velanna. so for her all you'd need to do is change the soundset value to ss_velanna or ss_anders, ss_sigrun, etc. I havent gotten my party_recruiting characters to animate in the char stage area either. I have a feeling that it's programmed into the character stage files to make then do that. But I dont know that for certain, it's only a guess. The problem *might* be that since the files are located in a completely different module/campaign, the override folder doesnt access them from the override folder that the actual mod is located in. Guessing there too, as I havent tried using soundsets from DAA. (Especially since neither the game, nor toolset accesses any of the DAA data)Now, I DO know that if you try to extract a soundset from the file that it's in, it will botch the voice-overs for that character. I tried it a long time ago with Morrigan's soundset, and she ended up talking like a generic answering machine from back in the 80's!So you might try finding the file that contains their soundset files (probably a .erf file) and copy and paste it into your override folder with the mod. If that doesnt work, you could try extracting their ss files from the COPIED file. Just remember to delete them out of your toolset cache afterwards or you'll end up with the afformentioned problem. As I said, I dont have the expansion on my system anymore. So I cant tell you the exact location of where their soundfiles are located. I do know that faces are located in packages >> core_ep1 >> data >> face.erf of the folder that the GAME is installed in. (not your documents folder). However, I DON'T know exactly which file the voiceovers are located in :(My first guess would be packages >> core_ep1 >> data >>designerdialogs.erf tho. Hope that this helps out some :) Ok, so as for the name editing. It's pretty much the same for when you edit the names of your dog. Meaning, that when you are in the recruiting zone, you can't help it, they're going to look screwed up and have the original names and visual effects like the head flames and leaf aura. So right after I recruited the ones I wanted, I saved. Then I opened the save up with the toolset and then under this branch:(FOR EXAMPLE)SAVEGAME_PARTYLIST ==> SAVEGAME_PARTYPOOL_MEMBERS ===> 10 (or whatever the companion's number is) ===> SAVEGAME_OBJECT_NAME It will say something like -1=Rikku or 63091:Dog (This mod uses the number code of -1 for all the companions, the dog's official number code is 63091) You just need to change the name AFTER the number and the colon to change the name. Leave the number alone. -1=Malcolm or 63091:Koji That will change the name display over their heads next time you resume that particular save. If you load one before that, it will still have the previous save's names. To remove things like Andrastalla's head flames of the Lady of the Forest's Leaves Aura. You have to wait unil you recruit them too. and then don't touch them and just save. It makes finding the pieces you need to delete in the save file easier. Yes I know it will look weird until then....but it's all I can do for now. Then while you have the toolset open to change the names, you can go to THIS part of the branch to edit the FX. SAVEGAME_PARTYLIST ==> SAVEGAME_PARTYPOOL_MEMBERS ===> 10 (or whatever the companion's number is) ===> SAVEGAME_EFFECT_LIST. I think for Andrastalla there were 3 and for LOTF there was 1 effect applied. If you want to try it with a backup first, be my guest. I just know if you start to level them up, other FX like Rally or whatever get mixed in with these file names and it's hard to spot them after that, so I just deleted them when the character was brand new and "bare" with only whatever it came with. If you've already done that though, You can make spotting the effect much easier by removing ALL equipment from your character and then re-saving. If the FX is EQUIPPED to the character and not a temporary one, then script number will be a 4. Here's the key. (1 = Temporary, 2 = Permanent, 3 = Instant, 4 = Equipped) Any 4's I saw, I just UNEQUIPPED them by making them into 0's. Boom. No more annoying and inappropriate head and body auras. Again, I could do this until AFTER the recruitment. Ok, as for just copying over SS_Velanna to the utc and reimporting it into the mod. Won't work. My replacement templates of Troga and Rikku work, but I think only because I used Origins voices. Hell, at one point I had made one of the templates into an elf mage and threw Cammen's voice over him and he still worked fine, mainly because it was an Origins soundset. I even had extracted the FEVand FSB files for the Awakening characters and tried putting them in places as the: Origins soundset VO folderOrigins OVERRIDE folderThe actual Party Recruiting mod (Imported and saved) Also as a side note. I have the Ser Gilmore NPC mod. (the beta because I's rather he didn't talk in cutscenes because I'm not a fan of the voice actor.) and he wouldn't talk in battle either. So as a fix, I just threw the ss_sergilmore (official FSB) over the mod's ss_gilmore FSB, and presto, he talks and animates in battle and on the party select, but not in cutscenes (Which is odd, but actually what I was going for) So yeah, everything I know is from trial and error, but I think I have a pretty good grip on the soundset assuming I stay within my "Origins boundaries" What I don't understand is that my Warden can be used in both Awakenings and Origins and maintain his voice since it was Origins constructed. So it makes me think that the soundest are not too different, and with a bit more work, I can find a way to make Awakening voices work in Origins. Maybe it's foolish, but it gives me hope. My next experiment will be to see if I can take the Awakening soundsets I've extracted and place them into an equivalent Origins one and save it. Maybe that will do something. If it does, I'll let you guys know. Edit: I tried to take the files from the DAOA designerdialogs and place them in the DAO one, but when I go to save it says"unable to create backup file or copy temporary output"Anything I can do? Thanks for your help. Link to comment Share on other sites More sharing options...
DarkeWolf Posted July 21, 2010 Share Posted July 21, 2010 that's it.from now on dwolf, any thread i happen to come across that you have responded to with help that i participate in as well, will now have a quote from ghandi before anything pertinent is saidA 'No' uttered from the deepest conviction is better than a 'Yes' merely uttered to please, or worse, to avoid trouble. -ghandiVet- yes.HAHAHA just kidding bro! But thanks again for the compliment ;) Chimoru- did you try the file that Vet suggested? That might (probably is) the one that you want.This SUCKS. I hate trying to help out with issues on DAA like this, when I dont have the files anymore to try to test them out. I DONT like having to have people try things out, and do work that they might not have to, if I can't test it out before hand and save them the trouble. I will definitely give that savegame edit a shot over the weekend. MUCH thanks for the info there, Kudos! :thumbsup: Yeah, my Cauthrien clone works, as I can often hear her yelling "For Loghain and for Ferelden!" using her OC soundset. (Which is personally annoying as I dont Like Loghain, but meh.) But on the other hand is kinda funny, because she will call me a basterd when I deselect her from the character selection screen :laugh: Hrm. REALLY odd that it's not letting you copy those files. Do you have toolset running as administrator? (Right click on the .exe for toolset and choose run as administrator) And does it contain the necessary SS files? Really, really strange. Link to comment Share on other sites More sharing options...
Chimoru Posted July 21, 2010 Author Share Posted July 21, 2010 I'm not quite sure what Vet was getting at when he said "check them". What am I checking for? I can't open them in toolset or view them. As for how I'm running toolset. I'm running it in Win XP pro as the "current user" I right clicked "run as" but I didn't see how to change it to Admin. Al it gave me the option to do was run as User still, or select to run as a different one, which I don't have any. LOL I want to beat this! Link to comment Share on other sites More sharing options...
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