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Are you using Windows 10? There is a bug in the CK that means you have to turn off audio playback within the CK. As in, you can not listen to play back of any audio within the CK or it will crash. Can not remember how to go about it but a quick google should help. Edited by TyburnKetch
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Ah, TyburnKetch. I use the old faithful Windows 7, so that won't have ever applied to me. It's not that my PC is that old, it's that I never liked the newer windows operating systems when I built it! Sooner or later, I'm going to have to build a new PC and accept that Windows 7 is no longer supported. Doh!

 

Everybody says that CK crashes with 'bEnableAudio = 1' set in the CK ini file, but I've never had that either... maybe linked to using an antique OS, probably the same one Beth were using when they designed CK and CK64? I can preview all audio in CK and it never crashes. Sometimes the old ways are the best!

 

I didn't know that this could apply to making voice files, either. I just thought it related to the CK crashing every fifteen minutes or so, regardless of what you were doing in CK. Like I said, CK has crashed for me, like everyone else, just that Audio has never been a cause!

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OMG, this is relentless just to get f--ing voices into a game. So do I turn off audio playback in the .ini by 'bEnableAudio = 0' ?

 

EDIT - Yes Windows 10.

 

EDIT EDIT - Does anybody have CK32bit? I can install it on another PC as well as Oldrim and do voice the old way. I know none of my assets and modded objects will show up correctly (lots of '!' icons) but I can make a quick mock up of a location if I need location specific dialogue.

Edited by antstubell
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I have CK32 but I really don't want to advise antstubell to use it. Getting voice files into SSE is a total pain in the arse via CK32. It's do-able (because I've done it) but it takes forever. I actually downloaded SSE CK Fixes just to eliminate this tedious procedure... and it worked... for me. I'd rather get to the bottom of why CK64 isn't playing with you for voice files, antstubell!

 

Tell you what, if you're on Discord, send me the voice files and I'll do a quick test esp and put them in. Join and add me as a friend. You'll need my tag #1333 to do this. Stick a couple of wav files on and I'll look at them. There are some other pitfalls with voice and sound files, such as wheter they are 'mono', 'stereo', sampling rates etc. I just do mine how I got them all to work. Off the top of my head, I can't say what is vital. If I compare your wav files to mine, I can spot any differences and test to see if this is your problem.

 

If nothing shows there, then your issue is with your CK set-up, but at least we've narrowed the problem down.

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You are not recording within the CK! You have to record something first to create a file in your npc voice type folder. You then REPLACE that file. Not just put a file in there. It seems that this recording is what the CK will use to generate a lip file. It understands this file.

 

Your lip file will be in your processing folder, but you HAVE to record within the CK first, as above or the CK will not generate one. It will be named temp. Rename it to the file name the CK has given you, leaving .lip as the extension. Move the file into your npc voice type folder along with the .wav file. THEN replace the .wav file with the one you have from outside the CK.

 

This is all explained in my detailed post before. You also need a .fuz file (this combines the .wav and .lip into one file) This is the file you need.

 

Also, do not forget to create a new seq file from SSEEdit. As detailed before, or your new dialogue will not show up.

 

Edit: When you look at the voice file within the CK it has 4 Ns in a row. This information needs to turn into Ys. As in, does the CK recognise you have a .wav, a .lip and a .fuz in your voice type folder? The Ns will turn to Ys (no and yes) when you do.

Edited by TyburnKetch
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You seem to be doing things similarly to me. You don't need to record something first. I've done this in my mod using Maramal's voice and it works. I didn't record silence. All I can say is that I've done this without recording silence and it works... what more can I say? You can just put the file in there, because I've done it. CK understands all wav files. It even understands xwm and even though it might not let you select them, you can force it to. The way I do it, CK just adds the lip file into the same folder as the wav file. I then use UnFuzer to make a fuz file from the two.

 

You don't have to record in CK first. This problem lies elsewhere. Send me the esp and voice files on Discord and I'll try to find the problem. If I can do it, I'll send it back.

 

Actually from the vid, I can find the file using 'Lazy Voice Finder' so that may not be necessary.

 

Are you certain, as Tyburnketch implied that the dialogue is viable to be spoken?

 

the other thing may be that this is 'edited'. What bit rate did you save it with? Was it mono or stereo? Skyrim can be fussy about things like this.

 

Anyway, I'll look at it for you. #1333 is my 'Discord' code.

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Never thought you were giving misinformation, TyburnKetch.

 

I'd genuinely like to take these files and have a look at them. Something is going amiss here that is simple. I'm convinced of it. We're just missing it. Hands on, I can get a better idea. I'm damn sure I can get the esp and loose files to play but that won't sort anything (other than having working voice files), but getting the files may give me an insight as to the real problem.

 

If I get the voice files to work without any issue, then the source of the problem is still 'antstubell's' set-up.

 

Aww, hell, antstubell, if I can get your voice files to work, just send them to me and I'll do it as and when I can! We'll see if I can do it first!

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