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Making a custom holotape


GirlGamer55

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I'm trying to make a custom holotape that plays a short 1:14 clip from an old atomic scare ad.

 

I followed this tutorial: http://www.moddb.com/mods/explorer/tutorials/geck-custom-holotape-voice

 

And like the two people in the comments I am also having a hard time getting my holotape to work. When I test it in game my subtitle comes up but no audio plays. Does anyone have a better tutorial to use or know what I might have done wrong?

 

I did use ogg file but I'm not very good with audacity (which is what I use to edit audio files), I set it at 44100 Hz (is that the same as just 44Hz?) but for the life of me can't figure out how to make it mono 128kbps. But does that matter?

 

Any help you could give me would be great. Thanks.

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Well I turned it mono...thanks for that btw, but it's still not working.

 

The tut kind of glosses over the folder structure part which is very important. Did you set up your folders for the new voice type? It's very important that be done correctly or you'll never get dialogue to play (and since the holotape is playing dialogue that's what you need).

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I put it in sound>voice>name of my esp

 

That's the right file structure right? And then name it to what the geck shows the voice filename as in the edit responce window....at least thats what the tutorial says. And that's what I did.

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I put it in sound>voice>name of my esp

 

That's the right file structure right? And then name it to what the geck shows the voice filename as in the edit responce window....at least thats what the tutorial says. And that's what I did.

 

Once you have it in that structure

 

Sound > Voice > Name of esp

 

you need (need may be too strong of a word) one more file for the name of the voice.

 

So if your voice name is:

 

SheilasVoice or whatever, you need one more folder for that and then the voice file itself goes in there.

 

Or at least that's how the game has all of its files done. The different voices all have their own folders. I suppose it may not matter too much, but sound successfully playing with dialogue can be really touchy (dunno why since it seems so straightforward, but players have problems with it even when it's distributed in a way that should work) so you might try adding that last folder if you didn't do it (I'm not sure from what you've written if you've got that in there or not).

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