David Brasher Posted May 24, 2012 Share Posted May 24, 2012 Both the .wav + .lip system and the .fuz system are unreliable. The .wav files might work perfectly on the computer they were created on but then not work on some other people's computers. The .fuz files are hard to pack, and it might take several tried to hit the right combination and get it right. It would be nice if I could find a pattern and figure out which computers .wav files won't work on and what went wrong in the packaging for the times when the .fuz files won't work. It might be helpful to do the dialog in steps with testing in between, and be sure to have backups so you can redo steps that glitched out.(1) Build the mod and playtest the dialog that is in .wav + .lip form.(2) Use unfuzer to create .fuz files and playtest the game to see if the dialog still works.(3) Package the mod and install it on your own computer and disable or remove the loose files you built it from. Play-test the game and see if the packaged mod and its dialog still works. Link to comment Share on other sites More sharing options...
gasti89 Posted May 24, 2012 Share Posted May 24, 2012 @David: what about XWM? They work well on my pc (so where they're created), but i don't know about packaging. Oh my god, if it won't work, it will be a pain to redo all the lines ç_ç (more than 250 already) Link to comment Share on other sites More sharing options...
samv96UK Posted May 25, 2012 Author Share Posted May 25, 2012 Both the .wav + .lip system and the .fuz system are unreliable. The .wav files might work perfectly on the computer they were created on but then not work on some other people's computers. The .fuz files are hard to pack, and it might take several tried to hit the right combination and get it right. It would be nice if I could find a pattern and figure out which computers .wav files won't work on and what went wrong in the packaging for the times when the .fuz files won't work. It might be helpful to do the dialog in steps with testing in between, and be sure to have backups so you can redo steps that glitched out.(1) Build the mod and playtest the dialog that is in .wav + .lip form.(2) Use unfuzer to create .fuz files and playtest the game to see if the dialog still works.(3) Package the mod and install it on your own computer and disable or remove the loose files you built it from. Play-test the game and see if the packaged mod and its dialog still works. In the end I've just put up two rar files. I put a bsa (Containing textures, meshes and scripts) along with the .esp in one, and a folder with all the voices in. Haven't had any people say it doesn't work as of yet so I hope all is well. Link to comment Share on other sites More sharing options...
David Brasher Posted May 25, 2012 Share Posted May 25, 2012 @ gasti89I have no experience with XWM files and have not really heard anything good or bad about them. I have not heard what software is used to work with them. You may wish to have a play-tester try your mod on their computer before you go to much further in building it, just to be sure that your approach is sound, because it could be a nightmare converting your dialog from one system to the other. Link to comment Share on other sites More sharing options...
EnterSevenSeven Posted May 25, 2012 Share Posted May 25, 2012 (edited) You can use MultiXWM to convert between WAV and XWM. Edited May 25, 2012 by Enter_77 Link to comment Share on other sites More sharing options...
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