zaf Posted November 18, 2016 Share Posted November 18, 2016 Nearly a decade ago, I remembered how much the epilogue sort of, kind of ruined the game a little for me. After having an epic adventure, then capping it off with a not-so-epic ending narration, made it feel so underwhelming, what i just did. So i went about to record my own. I dont know the first thing about modding this, so can anyone guide me on how to replace the ending cutscene voiceovers? This is a sample of what ive recorded so far (artificially added nwn2 music temporarily) https://clyp.it/ewdpbyzc Link to comment Share on other sites More sharing options...
rjshae Posted November 19, 2016 Share Posted November 19, 2016 Mmm, you may need to get your hands dirty in the toolset and poke around. Link to comment Share on other sites More sharing options...
Tchos Posted November 19, 2016 Share Posted November 19, 2016 (edited) That sounds like about a 500% improvement over the original! You won't need to do anything in the toolset except perhaps to identify the filename(s) of the audio clips that are being played by the ending cinematic in its conversation file. Once you've identified them, you'll know where to split them up and what to name them. Convert them to 96KBps mono MP3s, then all you need to do is use the BMU converter (use the MP3toBMU from this page: https://neverwintervault.org/project/nwn1/other/tool/nwn1-utility-package) to convert those MP3s into the particular .wav format needed for NWN2 (tick the box for the .wav conversion). Once you have those, you can just drop them in the override folder, and they should replace the original voiceover just like that. I would very much like to have this myself. In fact, I'll check the toolset myself right now and identify those voice files. Edited November 19, 2016 by Tchos Link to comment Share on other sites More sharing options...
Tchos Posted November 19, 2016 Share Posted November 19, 2016 The conversation file is 3430_ending.dlg, within the module 3400_Meredelain, but you don't actually need to open those. The audio files are 3430_credits_0000.wav to 3430_credits_0041.wav. These include both the good and the evil endings. The files are located in the game's Data folder, in the VO.zip file. You can listen to the files directly using VLC Player to find out where the lines are broken up, and probably others as well, but that's the one I've used to listen to NWN2 audio files. Then just follow the conversion instructions above. Link to comment Share on other sites More sharing options...
Tchos Posted November 19, 2016 Share Posted November 19, 2016 I listened to the files, and the sample that you uploaded is covered by files 3430_credits_0000.wav to 3430_credits_0003.wav, ending with "sealing them within the fortress." Great job so far! Link to comment Share on other sites More sharing options...
TheWilloughbian Posted November 19, 2016 Share Posted November 19, 2016 This will be a huge improvement. Your voice over sounds great. Link to comment Share on other sites More sharing options...
rjshae Posted November 19, 2016 Share Posted November 19, 2016 You won't need to do anything in the toolset except perhaps to identify the filename(s) of the audio clips that are being played by the ending cinematic in its conversation file. Yes, that is what I meant. Thanks for adding the clarification. Link to comment Share on other sites More sharing options...
zaf Posted November 21, 2016 Author Share Posted November 21, 2016 Thanks to everyones replies! And Tchos,The conversation file is 3430_ending.dlg, within the module 3400_Meredelain, but you don't actually need to open those. The audio files are 3430_credits_0000.wav to 3430_credits_0041.wav. These include both the good and the evil endings. The files are located in the game's Data folder, in the VO.zip file. You can listen to the files directly using VLC Player to find out where the lines are broken up, and probably others as well, but that's the one I've used to listen to NWN2 audio files. Then just follow the conversion instructions above.Thanks for pointing me to the specific files, so i dont have to search! :smile: I just realized that i need to record it so as to match the duration of the files to avoid problems :o (will it cause problems if some of my voiceover was longer? or is each cutaway dependent on the soundfile itself?). So now im re-recording the lines although Its harder, trying to read/act in the same time limit of the original voiceovers :tongue: . Link to comment Share on other sites More sharing options...
rjshae Posted November 21, 2016 Share Posted November 21, 2016 The duration can be set in the conversation: I believe it's the 'Delay' setting under the Node tab -- that tells the engine how long to wait before advancing to the next node in the conversation. If you want yours to differ, I think somebody would need to modify those values then provide a conversation override. Link to comment Share on other sites More sharing options...
Tchos Posted November 21, 2016 Share Posted November 21, 2016 (edited) Setting the duration is not necessary and I advise against it. With no duration manually set, the conversation will advance only when the .wav file finishes playing. The Delay field is for when you don't have any .wav files to regulate the pace. That's the reason why the "lip flapper" modder's resource includes silent .wav files of different lengths -- these make the dialogue advance at the desired speed while allowing users to click to advance to the next line. You cannot click to advance to the next line if you set the delay manually. (Additionally, the ending conversation as it currently exists does not specify any delay, and relies on the length of the .wav files to determine when to advance.) In summary, you do not need to match the duration of the original recording, nor do you need to set the delay. Record them at your comfortable speed and drop the converted files into the override, and that's all. Edited November 21, 2016 by Tchos Link to comment Share on other sites More sharing options...
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