Taylor17387 Posted May 8, 2016 Share Posted May 8, 2016 Hello. I'm trying to edit some of the banter dialogues, changing the text and associated voice-overs. However, although the text shows correctly in-game, I can't find a way to incorporate the voices. For normal dialogues, I use the cutscene editor of Toolset, to link the text with the new VO. However, since the banters have no cutscenes, I can't do it that way here. I've tried simply putting the .wav files (with their correct "ID_m" names) in several folders, like Modules/SinglePlayer/override/toolsetexport, or the usual folder Packages/Core/Overrides, but nothing of that works. Is there another way to do this? Thanks. Link to comment Share on other sites More sharing options...
mcgoy Posted May 8, 2016 Share Posted May 8, 2016 Ah, the joys of changing Core (or Single Player) resources, for the voice file (.wav)http://social.bioware.com/wiki/datoolset/index.php/Voice-Over to generate the voiceover file:http://social.bioware.com/wiki/datoolset/index.php/Conversation_tutorial#Voice-over_and_FaceFX Link to comment Share on other sites More sharing options...
Taylor17387 Posted May 9, 2016 Author Share Posted May 9, 2016 Yeah I read those tutorials, but they only seem to work if you're creating a whole new conversation from scracht. The problem is, I'm only changing some of the lines. If I go to Tools>Generate VO as the tutorial says, then I get the custom lines right (the .wavs I put in the toolsetexport folder), but all the other lines that I don't want to change are automatically replaced by robot voices. In normal conversations I used to create a new dialogue file with just the custom lines, and generate the VO from there, so the original lines weren't replaced by robot. As explained in this tutorial here: http://sapphim.tumblr.com/post/136253877305/dao-modding-tut-how-to-add-edited-audio-to-an Then I linked the edited lines to the new .fsb through cutscene creation. It's this last step I'm having trouble with. I don't know how to link an edited line with its corresponding vo in the .fsb if I can't make a cutscene (as happens with banters). Link to comment Share on other sites More sharing options...
mcgoy Posted May 9, 2016 Share Posted May 9, 2016 And from that tutorial there’s no good way to add a new line to a sound bank, and even if there was you wouldn’t want to redistribute a large audio file alongside your mod anyway What she is saying is that what you want to do isn't easy. So, if you want to do this.You are going to have to have all of the .wav files from the original banter and create new fev/fsb files if you want to add new lines. Otherwise, the lines that you don't have will be converted to robovoice as you have already discovered. MAYBE you can extract the .wav files from the original, but I don't know if that will work. There may be other ways to add more lines to existing fev/fsb files, but I would have to spend hours playing around with it. It may be possible to add to existing fev/fsb files with 'generate VO', but I don't remember that working when I was creating fev/fsb files. I don't really know what each file does or how the files work to be able to guess how to 'trick' them into accepting more lines without converting to robovoice. Link to comment Share on other sites More sharing options...
LadyHonor Posted May 9, 2016 Share Posted May 9, 2016 i know there is probably an easier way to do it, but for my rose quest there is a line that alistair says when you tell eamon he would make a terrible king (he says "hey, I'm standing right here") and I wanted him to say that when the player flirted with another character in a conversation. soooo I made a temp cutscene, associated that line with it, played the cutscene, and recorded it with audacity. Link to comment Share on other sites More sharing options...
Taylor17387 Posted May 9, 2016 Author Share Posted May 9, 2016 Ok, I found a way. A bit convoluted, but not as time-consuming as it would seem. I will post it here, just in case someone is curious.So, efectively, there doesn't seem to be a way to do this without placing ALL the audio in the toolsetexport folder, to get rid of the robot voice. What I did was extracting the original party_banter audio with FSB Extractor. Since it's in mp3 format, I converted it to PCM 16 bit 24 kHz, using a program called AVS Audio Converter (needs registration to work properly, but there are surely others for free). That way all files are converted in one go. Then one needs to change the file names, since instead of being named "(ID)_m", they are named "(ID)_m.wav". I used this free program to remove the .wav part: http://www.bulkrenameutility.co.uk/Download.php Then, the audio files are placed in toolsetexport folder as usual, along the edited files. Upon generating VO, there won't be any more robot voices. :laugh: Link to comment Share on other sites More sharing options...
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