Supplemental .fsb Issue
#1
Posté 12 janvier 2010 - 10:35
As I noted on that thread, it's been working fine for me, except for one dialogue file; I'd made some additions to Zevran's dialogue and created a supplemental .fsb and .fev. Then I made some changes to my additions; since then, the toolset generated .fsb and .fev work fine, but when I try to split the .fsb into the supplemental .fsb and the new .fev, the in-game VO is mismatched (incorrect VO plays for the dialogue lines). I know what I'm doing works, and that I'm doing it correctly, because it's working for other dialogue files and supplemental .fsb and .fev... it just is getting messed up for that one dialogue file.
I'd prefer not to have to release the entire original .fsb package (3.6 mb), when I can just release a 200 kb supplemental .fsb... Has anyone else run into this issue, and/or have any idea how to correct it?
#2
Posté 14 janvier 2010 - 12:45
I lost many hours trying to find out what was going on. At first I thought it was because I deleted some lines from the original dialog (exactly two lines). So I started all over and used zz_return_false instead of deleting, but after a number of new lines went in, the issue came back.
I concluded that for each line you insert, somewhere some original line gets mismatched. If you only insert several lines, chances are you won't notice the problem. When you insert 30, though, it spreads all over. My guess is that the exported .dlg and the original .fsb don't match - and that's that.
I do hope I'm wrong. Although I gave up on making partial .fsbs some time ago, I'd be ever so happy to learn how to avoid this problem.
---
Something I learned in the process that might or might not be useful (more likely not, but here goes:)
You know how the original .fev files are a lot smaller than the ones created by VO generator in the toolset? It's because in the original .fevs, all or almost all the events have been deleted. The "index" of lines is instead kept in a custom property of VOConversation; the property is called "All lines" or something similar, and it holds a loooong string of alphabetically sorted line IDs.
I played with this, trying to make the partial .fsb work. Didn't help.
Modifié par Lady Olivia, 14 janvier 2010 - 12:48 .
#3
Posté 14 janvier 2010 - 04:40
I'd also been working in a sub-module, and had to switch back to Single Player to generate VO, which may have been a factor; my latest strategy is to work directly in Single Player and only switch to the sub-module to package a dazip (for correct naming and version number inclusion). Since working in a sub-module doesn't preserve the original file within Single Player, and Resource History allows reversion to any checked-in version of the file, I figured that's the safest option in case working with the file in two different modules was at all a factor. So far, so good, although I haven't tried to make any changes to my modifications.
One oddity I did notice at some point during my supplemental .fsb attempts was that the line ID for my additions wasn't changing when I made edits to the dialogue line, which is very odd behaviour. I was also having some odd behaviour of the additions to my dialogue not actually changing in-game, even though I'd exported new versions of the dialogue. Clearly, there was a database corruption issue, but again, I can't say what might have been the cause, only that reverting to earlier versions that did not contain any new dialogue/VO lines and remaking the dialogue worked fine.
Modifié par Avaraen, 14 janvier 2010 - 04:41 .
#4
Posté 15 janvier 2010 - 01:11
Avaraen wrote...
I ended up reverting to the vanilla version of the dialogue and was able to re-create all of my changes, re-make the dialogue, and the supplemental .fsb worked fine.
I envy you.
Can you please tell me how many lines you inserted? Did you move the original nodes around - up and down the tree or nesting them deeper? I'm asking in the hope that I'll discover something I'm doing wrong, something I can avoid - anything. Because I redone Alistair's dialog three times and it's squeaky clean - but still I triggered the issue every time.
#5
Posté 15 janvier 2010 - 11:51
In some cases, when I wanted to add options, such as a new opening line to existing intiated dialogue, I added a comment to branch to new NPC dialogue, added my new dialogue, and linked to the original dialogue. In those situations, I simply adjusted conditions or set plot flags where necessary to ensure the original dialogue didn't get triggered a second time.
The dialogue I added was primarily new PC options leading to new dialogue trees; primarily new "kiss" options for Leliana and Zevran, since I thought it wasn't fair Morrigan and Alistair got all the fun.
You mentioned things were working fine at first, then you started having problems with mismatched sound; I had that problem occur once when I had exported a new .fsb, but had an extra copy of a .dlg file floating around, which was overriding the "correct" .dlg. Just wanted to mention that in case it could be a factor, since the toolset likes to save things in all sorts of interesting locations.
#6
Posté 16 janvier 2010 - 01:19
#7
Posté 16 janvier 2010 - 04:27
#8
Posté 18 janvier 2010 - 09:21
#9
Posté 18 janvier 2010 - 10:01
I'm pretty pessimistic about this, not only because I couldn't make it work, but also because it's impossible to test. The only way to really make sure no lines have mismatched VOs is to check each and every one, and that's just not feasible.
#10
Posté 18 janvier 2010 - 10:04
Unfortunately, the only way I could solve the problem was to revert back to an earlier check-in (prior to adding lines to Zevran's dialogue) and re-create changes... I could have used the toolset generated repackage of the original sound and my added sounds, but I'm a bit stubborn about doing things "right", and didn't want to force an extra 30k download if I could avoid it. I can understand with multiple dialogue files and additions of 50+ lines to those files, one might be reluctant to re-create everything though.
Since having this problem, I do all my modding directly in Single Player, and only switch to a sub-module with a Single Player parent to generate a dazip. So far everything is working fine, although I haven't made any edits to my additions, which is where I started having problems previously.
#11
Posté 19 janvier 2010 - 02:01
Hm. I've been working in a module all along. I never switched to Single Player for VOs - the module does post VO data to AppData/Local/Temp/DAWhatever and I build the banks from the project file there. So switching in itself isn't to blame. But maybe the "working in a module all along" is? Gah. That would be a bummer.Avaraen wrote...
I have a suspicion that working in a sub-module, then switching back to Single Player to generate VO is what causes the problem with the dialogue/VO mismatch. I'd initially thought creating a b2b version of the file might have caused the issue, but reverting back to a check-in prior to the b2b, I still had the same problem. I also tried making a copy of the "bad" dialogue file, reverting to vanilla, and copying my changes into the clean vanilla file, but had the same problem. So something in the data is getting corrupted and causing the mismatch, probably related to line IDs.
I don't think it's the IDs either: no matter where I made the changes - SP or a new module, I got IDs from the 610000xxx range in the modified dialogs.
I hear you.Avaraen wrote...
I'm a bit stubborn about doing things "right", and didn't want to force an extra 30k download if I could avoid it.
#12
Posté 19 janvier 2010 - 07:30
My mention of line ID issues isn't to say the toolset is generating bad line IDs, but that the data for them is somehow getting corrupted. Like on edits to the added lines, it seemed to be keeping artifact data from the original lines, instead of saving the new data I was adding. In FMOD, I could play a .wav number and it would match the text, but when I generated the .fev, things were mismatched, and I am fairly certain is was a problem with FMOD, because the toolset .fsb (as we know) works fine, and the mismatch only occurs with the new .fev and supplemental .fsb.
Modders may end up having to release the full soundbanks (I would probably split them up into separate chunks of downloads if I hit a size cap). If the problem persists, especially when we start merging, editing, and adding lines (for our own changes, or compatibility updates), we're going to get to a point where we just can't continue re-creating (especially since re-creating doesn't always work).
#13
Posté 19 janvier 2010 - 10:09
#14
Posté 20 janvier 2010 - 12:20
Just to make sure we're on the same page: in SP, when I hit GenerateVO, I get a looong operation in the end of which a console window pops up and i can watch how FMOD builds the .fsb. When it's done, I find the .fev and .fsb files in the override.Avaraen wrote...
Well that's interesting; I could never get VO generation to work in a sub-module. I don't think it was throwing an error message, it just wasn't doing anything at all when I tried, which is why I suspected switching from sub-module to Single Player as a culprit.
When in a module, however, hitting GenerateVO does a very brief operation, the console window doesn't pop up, and I don't get .fev/.fsb in the override. The log window says something like "VO data posted to local", no errors, and when I go to AppData/Local/Temp/DAFolder, I see that the files there, the .fdp included, have been updated.
That's what I mean when I say it "works" for me. It actually doesn't, but I don't need to switch to Single Player in order to build the output - I do it from FMOD designer, be it the whole .fsb or the supplement.
#15
Posté 20 janvier 2010 - 05:20





Retour en haut







