I will state this as simply as possible.
I modified one of Sten's voice files (by extracting it out of the FSB file).
Now I have to rebuild the entire FSB for Sten using generate VO. This means having to copy over the rest of his voice files into the override directory.
If I want to release a mod for sten's voice. I will have to include a bunch of other redundant sound files that the user already has instead of just giving the user ONE voice file that I modified.
Is there anyway to avoid rebuilding FSB files but still replace individual WAV/FaceFx files?
Is there maybe a way to just reference another FSB file from a conversation file?
Is there any other way to do this and avoid the redundancy?
Is there anyway to avoid rebuilding FSB files but still replace individual WAV/FaceFx files?
Débuté par
JackFuzz
, déc. 24 2009 02:48
#1
Posté 24 décembre 2009 - 02:48
#2
Posté 24 décembre 2009 - 04:54
No; I've tried it - none of the override folders work for individual sound files. Even if you have a new conversation line ID and its corresponding sound file in the override directory, the game will not play the sound file with the dialogue. So yes, unfortunately, if you wish to modify sound files for existing dialogue, you must repackage all the original sound files, plus your modified sound files, in an .fsb. The reason it works this way, I believe, is because the game is hardcoded to look for an .fsb filename that matches the name of the .dlg file... it just isn't coded to be able to associate individual .wav files with conversation line IDs.
#3
Posté 24 décembre 2009 - 12:30
Avaraen wrote...
No; I've tried it - none of the override folders work for individual sound files. Even if you have a new conversation line ID and its corresponding sound file in the override directory, the game will not play the sound file with the dialogue. So yes, unfortunately, if you wish to modify sound files for existing dialogue, you must repackage all the original sound files, plus your modified sound files, in an .fsb. The reason it works this way, I believe, is because the game is hardcoded to look for an .fsb filename that matches the name of the .dlg file... it just isn't coded to be able to associate individual .wav files with conversation line IDs.
They could of easily solved this issue of redundancy with folders.
Let us do:
override/sten_main/2873_m.wav
override/sten_main/2873_m.ffx
instead of:
override/sten_main.fsb (which includes the 2873_m.wav file)
#4
Posté 25 décembre 2009 - 10:10
If my testing is correct, then I have found a way to do what you want.
See here for the tutorial: http://www.damods.co...php?topic=973.0
Please report back whether it worked for you.
Cheers
See here for the tutorial: http://www.damods.co...php?topic=973.0
Please report back whether it worked for you.
Cheers
#5
Posté 25 décembre 2009 - 10:52
That works quite well, Archonyx, thank you... I'm not sure how you figured that out, but it will definitely save a lot of needless data transfer.
#6
Posté 25 décembre 2009 - 11:04
Well, it was a good idea and a LOT of trial and error. 
I'm glad it worked for you.
I'm glad it worked for you.
#7
Posté 02 janvier 2010 - 11:15
Hmmm...I'm going through, trying to do as you said in the tutorial.
I saw the fdp mentioned in the tutorial on my temp folder but as soon as it the toolset finished making the vo the fdp was gone. Maybe my computer auto deleted it. Any thoughts? (I am using vista rather than windows 7, maybe that has to do with it?)
I saw the fdp mentioned in the tutorial on my temp folder but as soon as it the toolset finished making the vo the fdp was gone. Maybe my computer auto deleted it. Any thoughts? (I am using vista rather than windows 7, maybe that has to do with it?)





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