ShabnamHoward Posted July 11, 2020 Share Posted July 11, 2020 Ok, I understand about how CK32bit is used to do lip file generation, and the current version barfs on the current Fallout4.esm (due to higher version number) which I can bypass by using an old copy, but I just stopped after 7 hours of horror and thought, hey- maybe this is the old procedure and there is something less painful than this. Not holding my breath, but hey, I thought I'd ask. Link to comment Share on other sites More sharing options...
pepperman35 Posted July 11, 2020 Share Posted July 11, 2020 I recently used the method from kinggath's tutorial series which worked fine for me. Bethesda Mod School: Dialogue 102 - Generate Lip Sync Data Automatically Link to comment Share on other sites More sharing options...
ShabnamHoward Posted July 11, 2020 Author Share Posted July 11, 2020 Thanks, this youtuber added a very surprising detail.. Yowsah. yowsah. So close. I had gotten to the part where you hang on analyzing comQCIdes step but assumed failure so didn't check the .wav directory. The lips had indeed been generated! Yay. If you try this now, you may run into a problem with CK32 dieing immediately. If you load in interactive mode you may notice a warning that the [ plugin.esp name] is a higher version than this EXE can load. The youtube mentions the fix is to load BigAndFlabby's Creationkit32 patch from nexusmods. The workaround I used prior to this was just to smurf the version number in the header of the ESP back down to .95 with FO4Edit, and you'll be good to go. I had a warning on Fallout.esm at some point but if anyone runs into that, just temporarily move an old copy into the data folder during the conversion. Apparently when they bumped up the version number that CK currently writes out, no one bothered to recompile the 32bit version of the CK with the change. Maybe this error will go away in future updates of the tools. I have the current version as of the date of this post, and it barfs on any unsmurfed .esp that CK64 write out. The above youtube mentions this problem and points to the Nexusmods hosted patcher of the .exe, which is better than my method but doesn't handle .esl files without some renaming rigamorole For anyone else reading this, what is going on in that bat file which was posted on nexusmods from lazylady is that it is performing the command line option for running of the 32bit CK. This was mentioned back in 2017 by SKK50 and werr92 in this post and was very helpful. From the fallout exe folder, I was doing the following line below, and as I mentioned it currently works with current tools at bethesda if you set the version number back to .95. What KingGath very helpfully noted was that the lip files are completed even though CK32 appears to be wedged scanning a Fallout4.esm dialog called ComQCIdes. So you just use TaskMan to blow away CK32 when you have your lips. Command line follows. I think I omit the colon, but Werr92's example uses one. CreationKit32.exe -GenerateLips:TheNameOfYourMod.esp Link to comment Share on other sites More sharing options...
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