The following is my reply to you via PM. I'll post it here in case anyone has something to add, or correct me if something I suggested may be inaccurate.
There are many Youtube tutorials available on the toolset, so doing a search there will be helpful in addition to the Wiki site I sent you.
(Toolset Wiki)What you will want to do is begin by "creating a new module". (Check youtube for a tutorial) This will make it your mod, and give you the ability to add your own creations to the game. Make sure that when you create your new module you add "Single Player" to both your Hierarchy, and in the "Extended module" field in the module properties. This will make your mod use the actual Dragon age game campaign as opposed to making a separate campaign (game). After you've done that, the next thing will be to choose a "Conversation" to start with. Every interactive character in Dragon Age will have a "Conversation" and you can begin by clicking the Conversation icon in the palette. Choose a short conversation to begin with to see how it works.
http://social.biowar...hp/Conversationhttp://social.biowar...sation_tutorialThe NPC will have their lines, as well as the PC's possible line options/choices. Those will be the ones you want to record, and in the appropriate "mood".
(You may need to extract the original voice overs from the game in order for this to work so that you don't generate the robotic voice for each character when exporting your finished conversation with your own voice reactions)
You will need to record them in your preferred format and convert each line to 24000 Hz. In addition, each line will need to be named the same string id as the line in the conversation. For example, on the bottom left side of the conversation line you will see a number that looks like "1954334874". Your audio file will need to be named 1954334874_m.wav (add the _m) in order for the toolset to recognize it for processing. You will then need to place these audio files in your c:\\... My Documents\\BioWare\\Dragon Age\\AddIns\\my_voice_mod\\core\\override\\ directory for the toolset to recognize it so that it can generate the VO to be recognized by the game. Clicking on Tools > Generate VO will do that. You will then need to generate Facefx so that the PC will animate based on your emotion choice in the cinematics tab (in the conversation) as well as sync to your voice. This is done by clicking Tools > Generate Facefx.
This should be enough for now. This will not be easy and you will have plenty of hurdles to overcome, so practicing on a short conversation is a good idea. I'm also not quite sure if this is possible *without* having the original NPC VO wav lines, so it would be good if you researched that issue as well. The reason for this is because each conversation generates special file packages that can only be read by the game. (*.fsb and *.fev). If you do not have the original actor's voice files you will get a generated robotic voice in your conversation, (which will end up overriding the original conversation file) so you may want to tackle this issue once you've gotten familiar with how this aspect of the tooslet works.
People 'round these parts can better help you if you provide more specific questions. I figure you will have those once you familiarize yourself with the toolset.
Good luck
Modifié par DahliaLynn, 19 novembre 2012 - 07:05 .