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About Kvellen

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  1. Sorry took me so long to reply. Sadly Wwise is as much a mystery to me. Anything more advanced than converting a few audio files in Wwise is outside my knowledge. and it's a similar answer with replace/adding music I'm afraid. My only guess (and I have no evidence to support this) is that all music tracks might be stored in a .bnk somewhere and are then called by the audio.gamedatabundle for certain events? Sorry that I couldn't be of any help.
  2. Once you reach the city of Gran Soren you can swap both yours & your pawn's vocation at the tavern. Alternatively I believe you can change it by going to the DLC area, which you can get to by finding the lady on the docks in Cassardis during midnight. Once there you should be able to change your vocation and then ask her to take you back to the mainland. "TIS WEAK TO FIRE!"
  3. I ran into this problem when I was playing as well, but I was able to sneak round it by moving my party members one by one using a specific route. Assuming that he doesn't attack or walk up to investigate as soon as the scouting circle goes red this should work: Also could be there is some thieves putty in your stash that'd give some of your slower party a few more seconds before they are detected?
  4. Here's a very rough guide on how to add a new voice to Pillars of Eternity 2, without replacing an existing one. From the code side of things it's not too complicated, you'll just need 2 blocks of code. The main complication lies in creating the audio files and naming them correctly so that the game will know what to do with them. Go to the PillarsOfEternityII_Data directory, you can find this by default: Steam: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\ GOG: C:\Program Files (x86)\GOG Games\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\ Inside the override folder (if this doesn't exist, create it) create a new folder, give it the name of your mod (E.g. Something like “Custom Voice”, “Zealous Voice”, something along those lines but it's really up to you). Inside this folder right-click and create a new notepad file. Give it the name of your mod and put .gamedatabundle (no .txt) at the end. Open it with Notepad (or your choice of code editor) and paste the following template: { "GameDataObjects": [{ "$type": "Game.GameData.SpeakerGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_1", "ID": "GUID_1", "Components": [{ "$type": "Game.GameData.SpeakerComponent, Assembly-CSharp", "Gender": "GENDER", "ChatterFile": "936c726d-d219-4771-80bb-83dd61c16cce", "ExternalChatterVOID": "00000000-0000-0000-0000-000000000000", "ChatterPrefix": "FILE_PREFIX", "WwiseChatterEventOverride": "", "WwiseChatterVoiceOverride": "" } ] }, { "$type": "Game.GameData.PlayerVoiceGameData, Assembly-CSharp", "DebugName": "DEBUG_NAME_2", "ID": "GUID_2", "Components": [{ "$type": "Game.GameData.PlayerVoiceComponent, Assembly-CSharp", "DisplayName": 465, "SpeakerReferenceID": "GUID_1", "Conditionals": { "Operator": 0, "Components": [] } } ] } ] } Change the following: DEBUG_NAME_1: change to something distinctive to your mod. This way if something isn't working, you can easily search for errors in the output.log. e.g. “DebugName”: “SPK_Player_Custom_F” GUID_1: Generate a GUID and paste it over GUID_1 (inside the quotes). e.g. "ID" : GENDER: Put Male or Female inside the quotes depending on which gender you want the voice to be available for. e.g. “Gender”: “Female” FILE_PREFIX: Change to something short, something easy to retype and remember. You will use this later as the name of the folder for your audio and as a prefix on all your audiofiles. Don't use spaces in the name. Use_underscores_ instead_to_separate_words. e.g. “ChatterPrefix”: “player_custom_f” DEBUG_NAME_2: same idea as DEBUG_NAME_1 but make sure they aren’t exactly the same. e.g. “DebugName”: “Voice_Custom_Female” GUID_2: Generate another different GUID and paste it over GUID_2 (inside the quotes). e.g. For “SpeakerReferenceID” paste the first GUID you generated over GUID_1 again. e.g. "SpeakerReferenceID": Finally: Make sure everything you've replaced still has quotes around it. Make sure there are no spaces inside of the “quotes”. Save your file. Your finished code should look something like this: Setting up your Audio files: Now go to: PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\ and create a new folder there naming it the same as what you have put in place of FILE_PREFIX. This is where all your audio files will go once they are converted to .wem and have the correct names. The naming of audio files goes like this: ch_FILE_PREFIX_USE_NODE.wem E.g. ch_player_custom_f_confirm_0025.wem , ch_player_custom_f_battlecry_0028.wem There are 121 audio files that'll make up this voice. I've attached a .txt file that contains all the file names. For your convenience use Find & Replace (crtl+h) to change all the lines with FILE_PREFIX to that of your ChatterPrefix. I would strongly suggest that you create a work files type folder for your project outside of the game's directory. And that you build your voice in stages, so as to avoid burning yourself out. The voice should still work if there are less than 121 files, but there will be silence for actions where there is no corresponding audio file or if there is additional line. E.g. if there is only one audio clip for when you clicking on the character there will be gaps in-between the character repeating that line. You can test the voice at any time by going into character creation, creating an adventurer at an Inn, or by opening the customization menu on an existing character. When loading it is worth clicking on your character a few times till they say something before going into the customization menu as voices don't always immediately load. Finishing touches: Create a mod manifest as described by BMac. The versions that support this mod should be: "Min" : "", "Max" : "" Currently your voice slot has the name “Test” when you look at it in game. Adding a piece of custom text to serve as your voice's name is a little finicky as it requires adding an entry to the gui.stringtable file. You can find some information on to do this in a few places. Once you have done this open up the .gamedatabundle file you made and replace 465 with the numbers that point to your text entry. Custom Voice Lines.txt
  5. No way, the full album release is only 4 weeks away too. That really came out of nowhere!
  6. Are you still at the beginning of the game? Does this still happen when you make saves on the island? based on the image you linked to, and my own experience of this bug, it only occured with saves made in the Captain's Cabin at the very beginning of the game. After that it didn't seem to occur.
  7. Right, so I figure it might be worth explaining more clearly what it is I am trying to do. Basically I'd like to make a custom voice set without overwriting any of the existing voice sets and possibly create a template others can use to create their own. So far I have this much working with some audio files taken from the mod POE1 Voice Packs by Diaaru: This all works fine from what I have seen (ignoring the obvious lack of the voice lines for actions like Looting that are unique to Pillars 2) and is surprisingly simple to set up if anyone is interested. Though I suspect that I am only scratching the surface of what can be done to make a voice mod. To that end I'm currently trying to figure out which of the audio files are actually used in the voice sets (& which aren't), and how possible it is to add more voice lines to specific actions should that be something I'd want to do (This I suspect can be done by adding entries to the chatter.chatterbundle, more on that later). Since last week I have managed to find some answers to most of the questions in my previous post relating to file names. Except for what it is the files with "_v2," "_v3" actually do and if they are actually used. The previously mentioned chatter.chatterbundle file is also still somewhat of a confusing thing to understand. Like I get that each Speaker object uses a GUID to point to a block of code that starts by picking out which audio files to use in the folder based on the suffixes defined by things in quotation marks like "ability_cast_interrupted_0022" and "battlecry_0029". But most of the code that follows I can't really make any sense of beyond it seeming like a carnival shell game where each file gets given a number, then that number is then grouped with another number corresponding to a similar use (Eg. "22" and "23" are both ability cast interrupts) under a different number("1000002"). I have tried a few stab in the dark attempts at adding entries for brand new files, but this hasn't yielded any success. I don't know really how to go about figuring out any of this works. Anyway thanks for reading all that, any help would be appreciated.
  8. Agreed, they aren't a great choice, but their best work to date has been in adapting other peoples material. And The Lord of the Rings is a book with a very definitive ending and a pretty straightforward plot to follow. That said it's very unlikely that's what Amazon would want to hire them for though, and this could all end in a fumbling attempt at recreating the magic of Game of Thrones.
  9. Hmm Berth's Blessings are tied to ingame achievements, so are there any still unlocked in the achievements section of the options menu? Assuming there aren't any unlocked: if you can still access your old PC copy the global.achievements file located in: "Users\[username]\Saved Games\Pillars of Eternity II\Achievements\" over to the same place on your new PC. If you can't access your old PC, your best bet might be grabbing a global.achievements from this thread maybe? If there are achievements, I'm really not sure. Maybe try playing through the prologue up to where you get stranded on the island then check again? Hope that helps.
  10. I don't own the game on steam, but most games store the downloads for mods inside a workshop subfolder folder based on the the games store listing numbers: Steam\steamapps\workshop\content\560130 should be Pillars 2. The mods are usually divided into folders with a string of numbers that correspond to their workshop ID listing (Enhanced User Interface would be in a folder named 1510650230 for example). Hope this helps.
  11. Dark Souls + Heavy Metal, I only wish there were a full album of this.
  12. Hi, I am currently working on a custom voice set mod, and wondering if anyone could give me some clarification on some things: Why does each voice set have different numbering conventions? (****y: "_ability_cast_0092", Feisty: "_ability_cast_0088", Kind: "_ability_cast_0102")? What do the _v1, _v2, _v3, (attack_40001_v2 for example) files do? Based on their corresponding text strings in chp_common.stringtable I'm assuming they are alternate takes or maybe different parts of the same sequence broken up? What action does _investigate_4001* correspond to? It isn't very clear from entry in chp_common.stringtable what the character is doing only that they'll say: "_investigate_40010" = "Hm?" and "_investigate_40011" = "Huh?". Am I correct that the chatter.chatterbundle file is how the game handles both what files to look for in the folder and how they are used ingame? eg. how long a certain clip should be, when it will be played, how frequently it will be played, that sort of thing. What purpose do the generic_spell_cast*_7000* files serve? Any help would be very much appreciated. Thanks.
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