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How to add lipsync and voice to a custom dialog


tk102

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The following is a summary of the steps I have taken in order to add

voice and lipsync to a completely custom-made dialog. They may not all

be necessary, there may be shortcuts, and some of my assumption may be

wrong, but if it works by doing it this way, so what.

 

How to Add Voice and Lipsync to a Homemade Dialog

 

Step 1. Getting the Modprefix

Determine the 5-character module name of where your dialog will

take place. If you do a "whereami" cheat code in-game this is the part

of the Module Name that starts with 'm' followed by 2 numbers and 2

letters. (Example: if whereami shows module name kas_m23aa then m23aa

is the part you're looking for.) If you are using a custom-made mod, it

is the first 'm' followed by 4 characters. I will refer to this 5 char

name as the Modprefix for lack of a better name.

 

Step 2. Decide on the VO_ID for the NPC

The VO_ID is a 4-char + 2-number name. The choice here is purely

arbitrary. This VO_ID will be entered into your .dlg file in the VO_ID

field. It will also be used as the name of a subfolder. I will refer to

this a the VO_ID.

 

Step 3. Record your .wav files

Use whatever recording software you like. Save it as a .wav file in

mono, 22kHz, 8-bit signed. It probably doesn't matter much but those

specs will keep your files relatively small. The .wav file does not

need any other special processing.

 

Step 4. Name your .wav files

This part is important. You must name your file according to this

specification (called the VO_Resref):

'n' + Modprefix + VO_ID + 3-digit index + '_'

Append '.wav' to the end of the name above. The 3-digit index can be

any 3-digit number you like.

For example: if the Modprefix is M02AD and the VO_ID chosen is ALIE03

then nm02ADALIE03006_.wav would be an acceptable name.

 

Step 5. Modify your .dlg file

You need to make two modifications to your .dlg file at this point. The

VO_ID field must equal the VO_ID field specified in step 2. Secondly,

the VO_Resref field in the EntryList for dialog must be set equal to the

VO_Resref in step 4 (no extension). Each Entry needs its own VO_Resref

to be specified.

 

Step 6. Extract appropriate .lip files from pre-existing mod files

We cannot create new .lip files, so we must borrow from the game. These

are stored inside MOD files in the Lips folder. Each MOD file is named

with the following convention:

Modprefix + '_loc.mod'

Copy one of these files into the Modules folder. Open up KotOR Tool and

browse the ERF tree -- you should see the file that you just copied.

Open it up and extract a couple .lip files for your use. You'll notice

that they follow the VO_Resref naming convention described in step 4.

 

Step 7. Rename a .lip file

Rename the .lip file to the same name as your .wav file in step 4 but

keep the .lip extension. In our example above, we would name it

"nm02ADALIE03006_.lip". Repeat this step for each .wav file that you

have. If you want to save time and don't care much about finding the

perfect lipsync, just make copies of the first file and rename it for

each .wav that you have.

 

Step 8. Package your new .lip files into a MOD file.

Open up KotOR Tool and choose File:ERF Builder. The filename that you

want to build is

Modprefix + '_loc.mod'

and should be put in the Lips folder. Choose MOD from the list of file types. Click the Add button and select all your new .lip files then Build ERF.

 

Step 9. Put the .wav files in the right place

Open up the Streamwaves folder. Create a new folder and name it the

same as your Modprefix. Create a subfolder in that folder. Name it

the same as your VO_ID. Put your .wav files in that subfolder.

 

Step 10. Put your .dlg file in the right place

That is, put it in the Override folder or package it into a MOD file for

the Modules folder.

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  • 5 months later...

I must be super noob on the block... cant get it to work :( no idea what im doing wrong... did it step by step... does it need to be capital leters? i dont think mine wew... otherwise no clue at all...:confused: -contribute, help another noob! :)

 

 

***BLOOGAH MOFOOGAH! diddnt have the _ at the end in the dlg! big whoop! i think the game was thinking... "i could make it work but i want to teach this modding noob a lesson or two! muhahaha"

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Originally posted by Tie Bomber

I must be super noob on the block... cant get it to work :( no idea what im doing wrong... did it step by step... does it need to be capital leters? i dont think mine wew... otherwise no clue at all...:confused: -contribute, help another noob! :)

 

 

***BLOOGAH MOFOOGAH! diddnt have the _ at the end in the dlg! big whoop! i think the game was thinking... "i could make it work but i want to teach this modding noob a lesson or two! muhahaha"

tk102's tutorial is complete, you are probably missing a step. Maybe you could have a look at these threads, where we the lipsync and sounds discussion started (it looks more like a brainstorming session but we never know, maybe you'll find the missing piece):

http://www.lucasforums.com/showthread.php?s=&postid=1498022#post1498022

 

http://www.lucasforums.com/showthread.php?s=&threadid=126683

 

Do you get at least sound?

 

edit: ok, I see that you got it. You posted at the same time as I did :)

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  • 6 years later...

Uh, sorry for the incredible necromancy.....

 

I am adding VO to a little mod, and am confused by the lack of a VO_ID field in the DLGEditor... I assume that this tut was made before DLGEditor was released, so I am wondering what field in DLGEditor I would enter a VO_ID.... looking through other mods with custom VO for K1 (specifically BoS:SR), not only do I not see and VO_ID's referenced, but the filenaming seems to be much looser than what this tut prescribes.

 

Sorry to be ignorant, but it is a fixable situation!!!

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Your file name for your VO...goes in the field VO_ResRef...if you are using the generic alien vo's then you would enter the line number from the alienvo.2da in the Node ID box and select the appropriate Emotion from the dropdown box.
In my case, I have 6 lines of custom voices dialog. The VO_ID is qgss01, the VO_ResRef's are nm01aaqgss01001_ through 006_, corresponding to those recorded line's .wav file.

Is this for K1 or K2?
Sorry, should have made that plainer. K1.

 

--------------------------

 

Uh, duh.... So sorry, I have found what I was looking for. If you click on the filename inside of dlgeditor (the very first line, in black) the page appears where the VO_ID, in this case "Voiceover ID", is.

 

My bad, and thank you newbiemodder for taking the time :)

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