shoujoq Posted September 26, 2017 Share Posted September 26, 2017 (edited) So I want to use FO4Edit to make a mod that replaces the game's default voice ba2 files with the voice ba2 files from a different language version of the game. There is already a mod that does this for certain characters, so I know it's possible (though it doesn't seem to use an esp), but I want to make one for ALL of the voices in the game (which doesn't exist, as far as I know). My question is this: where in the esm/esp files is the location of the voice file defined, so that I can override it in my mod? I had a look around myself, but with my limited knowledge I wasn't able to find it. Edited September 27, 2017 by shoujoq Link to comment Share on other sites More sharing options...
GePalladium Posted September 26, 2017 Share Posted September 26, 2017 You don't need an .esp just redownload on steam the game in the language you want, then keep the audio files you got, then reinstalle your game in english (yes, it's a long operation so keep a back up of each file.)Probably the .ba2 in the other language will have a different name than the english one, maybe something like "Fallout4 - Voices_fr" if in french. Change the name to just "Fallout4 - Voices" or the .esm won't find the file.Overwrite abnd That's all. Link to comment Share on other sites More sharing options...
shoujoq Posted September 26, 2017 Author Share Posted September 26, 2017 (edited) You don't need an .esp just redownload on steam the game in the language you want, then keep the audio files you got, then reinstalle your game in english (yes, it's a long operation so keep a back up of each file.)Probably the .ba2 in the other language will have a different name than the english one, maybe something like "Fallout4 - Voices_fr" if in french. Change the name to just "Fallout4 - Voices" or the .esm won't find the file.Overwrite abnd That's all. I already did that and while most of the lines it worked for, when I ran into Ada at the start of the Automatron quest, she was speaking English (and I was speaking English to her), even though DLCRobot - Voices was one of the files I replaced. Codsworth's address of the player by name also remained in English. Also, using an .esp rather than replacing files altogether seems more efficient than keeping separate backups of each language's files, especially if the game is to update in future and/or has its files checked by Steam. Edited September 27, 2017 by shoujoq Link to comment Share on other sites More sharing options...
shoujoq Posted September 27, 2017 Author Share Posted September 27, 2017 (edited) I guess as a supplementary question, I would like to know which Fallout 4 data files have voice lines in them besides the ones I already identified (Fallout4 - Voices.ba2, DLCCoast - Voices_en.ba2, DLCNukaWorld - Voices_en.ba2, DLCRobot - Voices_en.ba2 and DLCworkshop03 - Voices_en.ba2), because clearly there are some other files with voice data in them, or I wouldn't have some English voice lines still in the game (as noted above) after replacing these files with their Japanese versions. Edited September 27, 2017 by shoujoq Link to comment Share on other sites More sharing options...
shoujoq Posted September 28, 2017 Author Share Posted September 28, 2017 Okay, so I managed to get all the dialogue spoken in Japanese audio, but I would still like to know how to do this through .esp modding in FO4Edit, so any advice on this is welcomed. Link to comment Share on other sites More sharing options...
GePalladium Posted September 29, 2017 Share Posted September 29, 2017 You don't listen. You can't do that with and .esp.You still can make a fomod and users select the language they want while installing the mod.I don't think voice files will be updated by Bethesda anyway. Link to comment Share on other sites More sharing options...
shoujoq Posted September 30, 2017 Author Share Posted September 30, 2017 You don't listen. You can't do that with and .esp. I do listen - you didn't say that you couldn't do it with an .esp before, only that you don't have to. Link to comment Share on other sites More sharing options...
FiftyTifty Posted October 1, 2017 Share Posted October 1, 2017 Talk about being pedantic. They said you don't need to do that; as in, you don't do that, it's unnecessary whilst also being impossible. The game looks for .fuz files with specific FormIDs. This is universal across all languages. To replace the audio, you replace the .ba2. Link to comment Share on other sites More sharing options...
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