Taylor17387 Posted January 7, 2017 Share Posted January 7, 2017 Good to hear that you sorted things up :thumbsup:Having now read the tutorial you posted, I find that such use of FMOD is completely new to me. And it seems that with that method, you truly only need the fsb with the new line in the public release, and not the whole package. I would have never figured it. I don't know why your Toolset grabs .wav files from packages/core/override but not from modules/Single Player/override/toolsetexport. Must be a configuration thing? But if it works, it works and that's what matters. I tried extracting the .wav files using the command line you posted above, and the extracted files were .wavs indeed. But when I placed them in the override folders, the Generate VO Local gave me all kind of errors. Removing them from the folder solved everything and I got the usual RoboBrad .fsb. So I guess the .wavs are not in the proper format, and that conversion to PCM 16 bit is still needed via Audacity or other program. As for the truncated audio, I also remember now that sometimes the files "seemed" to be truncated when playing them, but they were fine in-game. By the way, the Alistair line you fixed is that "Tell me about the Joining" thing? A while ago I was editing that conversation and included a fix for (what I thought) was the bug, for compatibility with fix mods. But I'm not sure if that's the true bug or not. I simply removed the condition flag for the Joining line. Link to comment Share on other sites More sharing options...
Qwinn Posted January 7, 2017 Author Share Posted January 7, 2017 (edited) LadyHonor - lol. I've had similar experiences, believe me! Taylor, cool, thanks for checking that out. And yeah, I think you're right about the truncate thing, I noticed it when playing them through windows even with my old files on the backup, but no problems in game. As for the Alistair line, the initial condition on the Joining conversation is fine, doesn't seem to stop you from asking Alistair about it prior to getting the blood quest. But when you ask about it, there's *another* condition checking to see if you've accepted the blood quest yet, and if you haven't, Alistair replies "I can't tell you about it now, maybe ask me after we talk to Duncan". But then, of course, you *couldn't* talk to Alistair again until long after the Joining, and the part where you can persuade him to, well, to not tell you very much really, was forever inaccessible. I'm happy with just opening him up to talk during the blood quest because there's a *heap* of conversation there, not just about the Joining but also about the Chantry and the Blight and a bunch of other things, that's really good stuff and great character development for Alistair, but is probably missed by almost everyone because you can only see it during the 10 second walk from where you meet Alistair to where Duncan sends you off to the Wilds. Hell, I was aware of it and I missed it on my last test playthrough, lol. Edited January 7, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Taylor17387 Posted January 7, 2017 Share Posted January 7, 2017 Oops, then I need to properly fix that because I removed the wrong flag. Fixing bugs wasn't a priority of mine, nor I think it's the priority of people downloading that mod, but at least I'd like that old bugs wouldn't return for the files I modified. Thanks for pointing it out. By the way, since I see you wanted to fix things in Awakening, the cutscene method from above works for modifying dialogues. Only that cutscenes are added with PyGFF instead of Toolset. The rest is the same. PRCSCR scripts and event overrides work fine as well. Actually, I've discovered that a lot of things can be done in Awakening. The major problem are the compiled scripts, of course. Link to comment Share on other sites More sharing options...
Qwinn Posted January 7, 2017 Author Share Posted January 7, 2017 (edited) Ooooh.... what are PyGFF and PRCSCR? Never heard of them. Can dialogues be worked with? And to what extent can scripts be worked with? I'm not sure how you can (well, safely) create script overrides for compiled scripts that you can't read. Oh, and is this all applicable to the DLC (Return to Ostagar, etc.) as well? Edited January 7, 2017 by Qwinn Link to comment Share on other sites More sharing options...
Taylor17387 Posted January 8, 2017 Share Posted January 8, 2017 (edited) PyGFF is this tool: http://social.bioware.com/project/1936/ It can export the files from the game's ERFs, including those of Awakening, and can open a good deal of file types like conversations, areas or creatures. For me it's an absolute "must" in tools. Here's a good tutorial to edit conversations with it: http://sapphim.tumblr.com/post/137864850445/daoda2-modding-dialogues-without-the-toolset For PRCSCR: https://social.bioware.com/wiki/datoolset/index.php/PRCSCR and http://social.bioware.com/wiki/datoolset/index.php/PRCSCR_Script_Templates I've used it mainly to add objects or creatures without the need to edit an area (impossible in Awakening, as far as I know). Perhaps not so useful for fixing stuff, but it can also be used to relocate existing characters to a different place. In theory, PRCSCR allows to run any custom script upon entering an area. Scripting in Awakening is very limited, true. There's a mod which adds Ser Guilmore to it, and it seems to override Awakening's module script, but I haven't the slightest clue about how the modder did that without seeing the original code. What can be done, however, is an enginevent override: http://social.bioware.com/wiki/datoolset/index.php/Event_overrideAt least I've been able to override the EVENT_TYPE_DIALOGUE, so when clicking on a character he would use my custom dialogue before or instead of his original one. Also, not so useful for fixing bugs, but there are many other events that could be overriden, and that may be more relevant.Though perhaps this could be useful for your Alistair edit. If you only need to change his dialogue during the darkspawn blood quest, you could write a script that fires a custom dialogue only under those very specific conditions but returns his main dialogue the rest of the time. That way there's no need to override the alistair_main.dlg I'm not so sure about other DLC. The level of encryption may be higher for those. Edited January 8, 2017 by Taylor17387 Link to comment Share on other sites More sharing options...
Qwinn Posted February 7, 2017 Author Share Posted February 7, 2017 (edited) EDIT: I solved the problem below, so no need to waste your time reading all this if you don't feel like it, heh. Okay, so, I dived into this subject again, and badly needing some help. I used the guide on the previous page, and managed to get my new sound in game. (Oh! By the way! Remember the problem of how fsbext would only generate .mp3 files? You can just strip the .mp3 extensions and they seem to work fine). Anyway! I managed to create a new .fsb with just my new line, and it seemed to work. The sound plays correctly. My problem is the lip syncing. I can't get it to work on my new line. Now, the instructions in that guide had me generate VO's and FaceFX as practically one of the first things. This created a .fxe and .fxm for every line and put them in the core/override folder. Now, when I finished all my work, ALL the lip syncing was broken. But I found that if I deleted all the .fxe's and .fxm's for every line other than my new line from that override folder, all the lip syncing went back to normal. The problem is the new line's lip sync. If I remove the .fxe and .fxm for THAT line from the folder, I get no lip syncing at all, and if I leave them there, it's totally off. I can regenerate VO and FaceFX, or just FaceFX, for that single line so that it makes a new .fxm and .fxe in the override folder and it still comes out horribly. Can anyone throw a hint my way? What am I doing wrong? EDIT: Never mind, figured it out! I needed to have the new .wav file in the override folder when I generated the VO/FaceFx. That solved it. Edited February 7, 2017 by Qwinn Link to comment Share on other sites More sharing options...
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