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[LE] Can't generate .Lip files!


cumbrianlad

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Hi.

 

My latest problem with CK is the dialogue .lip files...whatever I try CK won't generate them. I can get to the stage of generating Temp.wav and I can hear the preview. I select 'from wav' and the 'generate lip file' button is available, however, pressing it does nothing.

 

I should say that I've tried recording from CK and I've also tried recording in audacity and substituting the audacity file for the Temp.wav file before pressing 'generate lip file'. This latter approach is the one I want to use so that I can make use of the noise reduction and post processing power of audacity. I need these files for a uniquely voiced follower.

 

When using the audacity clips I've tried both the method proposed in Deck16's tutorial and the method used in 'Voice acting: a complete guide' on Nexus Wiki. I've tried hybrid versions combining the two approaches. Nothing works.

 

Here's my set-up for recording.

 

Microphone: Blue Yeti.

 

Audacity preferences:

Default bit rate 16 bit

Frequency 44.1 kHz

Mono

 

Exported as .wav mono with no additional data attached at the export stage.

 

I've also created the voice type and the data folders correctly. When I'm editing the response I can see that the voice type allocated is correct and the file path points to my unique voice folder in Skyrim Special Edition Data folder.

 

Voice type is: KetilMaleUniqueJoncisMilvan

File path is: SkyrimSpecialEdition\Data\Sound\Voice\KetilbjornsFrest,esp\KetilMaleUniqueJoncisMilvan

 

 

I've checked the file sizes and they are correct for the above settings so the files should be in a format that the CK can handle.

 

I read somewhere that you need the 32 bit creation kit to generate .lip files but surely not?

 

Has anyone else had this issue and if so, did you find a solution to the problem?

 

 

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If all your voice files are recorded and in the right folder and the names are changed to the names creation kit is showing, you can klick in the menu "gameplay" and klick on "facial animations". This will recreate all facial animations and add missing lip-files. It takes time. However, the sync will not always be perfect, that is, what I experienced. It is very important to have no redundant spaces betweenwords or behind the text, it seems, that the facial animations will be created from the sound and the lip-files. If the text you have written doesn't match the words you've spoken, sync will fail.

 

At the end of your work with voice you should use the tool unfuzer to compress wav and lip files together into .fuz-files, before you will upload your mod. It will work without to do so, but increases mod-size.

 

Greetings, Tasheni.

Edited by Tasheni
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I'll certainly try this.

 

Not having redundant spaces could be a problem. I wanted my character to be hesitant when he first meets the player. His very first line is stumbling. I'll try this on one of his other lines where he is more confident. What I've been doing is recording the lines and editing the text so that it matches, where I found it more natural to use a different word than the one I'd originally written, so my text should always match the audio file.

 

I'll let you know how I get on.

 

If it works you get a virtual hug from me! My only other option was to have silence recorded and force subtitles but that's a bit naff, especially since I want to do a scene before the final boss fight where the boss issues a challenge to the player in demonic tones. Maybe his opening line could be "I am Ketilbjorn, Skyrim's greatest ventriloquist! Bow down before me mortal!"...only kidding!

 

I've got the tool to make fuz files, so I'm okay there. My voice files are already in the right folder and named according to what shows up in the response window, so I'm good to give it a try.

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I've seen at other comapanion mods such dialog like laughing or grumbling are always put in a separate line like this:

-grumbling- or -laughing- or (grumbling)

 

I use this myself, because I experienced problems with the lip sync: instead of a grumbling the npc speaks the word and that looks weird. In turn you have to deal with no animation for the separated line. I have no solution for this right now, but I think, that's looks better then the first way, when the grumbling is spoken.

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No joy, I'm afraid.

 

Selecting Gameplay and clicking on 'FacialAnimations...' does nothing. I guess I'm going to have to use CK for Oldrim and generate the lip files there under a new quest.

 

Just downloaded CK 32 bit from steam.

 

The first thing I notice is that under Sound\Voice is a folder called Processing. This folder contains a file called FonixData.cdf.

 

Neither the folder nor the file exist in my version of CK 64-bit. Could this be the reason that it doesn't work? It sort of sounds a bit suspicious that a folder called 'Processing' is missing entirely.

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No joy, I'm afraid.

 

Selecting Gameplay and clicking on 'FacialAnimations...' does nothing. I guess I'm going to have to use CK for Oldrim and generate the lip files there under a new quest.

 

Just downloaded CK 32 bit from steam.

 

The first thing I notice is that under Sound\Voice is a folder called Processing. This folder contains a file called FonixData.cdf.

 

Neither the folder nor the file exist in my version of CK 64-bit. Could this be the reason that it doesn't work? It sort of sounds a bit suspicious that a folder called 'Processing' is missing entirely.

 

Start at the Top of this post and maybe it will help you.

 

Make sure you read from top to bottom.

Edited by Aragorn58
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Okay!

 

It finally works.

 

Here's the (long-winded) process that I had to use, for anyone else who runs into this problem.

 

I had to create a new esp in CK 32-bit, create a new voice type, actor (with the newly created voice type) and quest. I added my actor as an alias and went through the steps to create dialogue in PlayerDialogue. I then followed the tutorial 'Voice acting: a complete guide'. The lip file was generated. I then used UnFuzer to create a Fuz file from my wav and lip files.

 

Next, I cut and pasted the fuz file into the Skyrim Special Edition voice folder for my actor and renamed it to match the filename that was in the appropriate dialogue topic in my SSE mod. In my case this was KetilJonci_KetilJoncis01To_00350F74_1.fuz

 

I saved and tested. Good old Joncis spoke the words and his lip movements and facial expressions were perfect.

 

Jeez but this is a laborious process!

 

I'm going to try adding the folder and file from my previous post into my Creation kit for SSE and see if this allows me to cut out the tedious steps above and generate the lip files from within CK 64-bit. I'll keep you posted. Even if it does, it still relies on doing all the donkey work of manually shifting files around and re-naming them. By Boethia's buttocks, I wish this was simpler!

 

Why the (Add your own expletive here) Bethesda can't sort this out I don't know! They're selling SSE in part because it's 'mod friendly' and console owners can download mods. If their sales are up because of that, then part of their boosted profits are down to the hard work of mod authors around the globe (freely given, like a charity)...they could at least give us a tool that works! Sorry for bitching, but I'm a bit (More expletives would be suitable at this point) annoyed.

 

Edit: I've calmed down a touch...now I'm only mildly fuming! I do appreciate that Beth has given us this tool at all. It's just that it's so darned infuriating to use at times. It's like being given a toothbrush that can only be grasped with your toes! We'd all be 'hopping mad' about that invention, I'm sure...LOL

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Aragorn58, I think I'm more or less doing what is said in that thread.

 

I guess that the batch file process mentioned in the thread might speed things up a bit, but I'm a patient soul (normally). I'm now getting into a routine of recording all the lines in a topic using Audacity, exporting them, recording them again in CK 32-bit and generating the lip files. I then use unfuzer to make the fuz files for the entire topic and copy the fuz files into SSE data voice folder. I then rename the fuz files according to the filenames in the response editor in my SSE mod. It's working.

 

My trial of copying the 'Processing' folder and contents from CK 32-bit into the same place in CK 64-bit failed, so I'm stuck with this tedious process of swapping from CK 32-bit to CK 64-bit for now...at least it works!

 

Oh, the joys of modding!

 

At least the bits of Joncis's dialogue that are meant to be angry(60) are sounding quite realistic! I'll have to do the Happy(80) bits when I'm getting good results and I've calmed down a bit!

 

unfuzer doesn't half reduce the file size. I'm going from 1.5 MB right down to around 80 kB. To think I was worried about the size of my .esp when it crept up to 400 kB! Joncis is going to smash that total with a few of his lines, even compressed and since he's a potential follower, he's got all the other lines to go as well, like combat lines, greetings, idle chatter and the rest. I'm looking forward to all those. The phrase 'Boethia's buttocks!' that I used earlier in the thread is one of his favourite lines of blasphemy, along with 'By the titties of Talos!'. I'm hoping that people will like his refreshingly plain-spoken approach to life in Skyrim.

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The phrase 'Boethia's buttocks!' that I used earlier in the thread is one of his favourite lines of blasphemy, along with 'By the titties of Talos!'. I'm hoping that people will like his refreshingly plain-spoken approach to life in Skyrim.

When I first saw it I chuckled. :thumbsup:

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