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Lip file problem


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Hi guys

 

I have a big problem. I have got a huge file from a voice actor, for 2 mods from me (1 existing, 1 working currently on). But for some weird reason, the ck won't create lip files from the .wavs out of his file.

 

I have no problems to create lip files from files from other voice actors, but the file from him just don't seem to be accepted by the ck.

 

The 32 bit ck realizes the .wav in the mod directory and I can press on "generate lip file", but then... nothing happens. That's totally weird for me. Did someone know what I (or he maybe have) make wrong?

 

As said before... The files of other voice actors work just fine and also older files from him could I usually use, but the file he had sent me now did not work for a reason I don't know.

 

Please, if someone know something, write it down. To lose a 350 mb voice file would be terrible :sad: .

Edited by taryl80
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Top Tip that actually works: rather than manually generate lip files, if the .WAV files are in the right ModName\VoiceName folders run:

 

"C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\CreationKit32.exe" -GenerateLIPS:NameOfMod.esp

 

You will see all the the .LIP files appearing and then CK will hang and needs to be forced closed.

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Omg! It works. I have now reload 1 file in audacity and save as 16 bit and now the ck is ok with it. Still the question is why...?

 

I have other files from other voice actors and actessess and they are 32 bit and working...

 

I will also test your way next SKK, because... well as you can assume - in a 350 mb file are a lot of lines :) .

 

So thank you both for making me happy again and save me for my desperation.

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The other tip is once you have the LIP and XWM files, put LipFuzer.EXE (its from Microsoft, dunno where I found it) in ...\data\sound\voice\ and when you run it it will generate the FUZ files in all the

...\data\sound\voice\ModName\VoiceName\... subfolders.

 

Creating scenes and dialog is still my #1 hateful task, but -GenerateLIPS and LipFuzer.EXE takes the sting out of it.

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If you have the wav and the lip files, just by packing them to a ba2 archive by using the option File->Create Archive, the CK generates and stores xwm files.

Edited by DieFeM
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