Dark_Ansem Posted April 3, 2015 Share Posted April 3, 2015 That's actually why I was asking and a little confused - they're obviously WAVs, but for some reason they don't want to render/play in my usual playback software, so I was wondering if there was anything particularly funny/ancient about their formatting. I'll see if Near Infinity helps, though, thank you! they are converted with the ACM compression... on a sidenote, new patch is bringing new voicesets instances, I guess that will up the vs counts? In-Development: Turn-Based cRPG, late backing OPEN! Link to comment Share on other sites More sharing options...
SpaceDrake Posted April 3, 2015 Author Share Posted April 3, 2015 (edited) they are converted with the ACM compression... on a sidenote, new patch is bringing new voicesets instances, I guess that will up the vs counts? Which Near Infinity kindly explained! A little downloading and I was able to decompress them. Which is to say... Haha! Ahahahaha! AHAHAHAHA! I'VE DONE IT! I have Female Fighter 3 working in the game! This is magnificent! Thank you all for your help! Right now it's working as a simple paste-over of the Noble voice, which my character was previously using (and whose spell barks match the new vocals most closely). Hopefully there will be a way to get more voice sets overall into the game, but for now this works, and works well. As I thought, while there's a bit of repetition, the IWD voice files are varied enough that most of the files mapped to each other fairly well - and a bit of creative use of idle and over-click files worked particularly well with this voice set to fill a few of the otherwise-holes! For those of you who've been curious as well and are looking to do this yourself, here's what you'll need: - A copy of Icewind Dale: because you do own this already, right? - Near Infinity (http://sourceforge.net/projects/nearinfinity/) and ACM2WAV (http://www.sorcerers.net/Games/dl.php?s=IEM&f=IEmodding/acm2wav.zip) - this is the best way to browse the sound files in the old Infinity games, and has push-button support for getting the files converted from old ACM-WAV to a more conventional, uncompressed WAV format that can then be worked into an OGG. Also note that Near Infinity requires Java to run. - Some kind of WAV-OGG converter: lots of options for these exist, both online and downloadable. You'll probably want something that can handle batch encoding, though. I ended up using http://download.cnet.com/Free-MP3-WMA-OGG-Converter/3000-2140_4-10793572.html, but be warned, it will try to trick you into installing lots of adware. Once you have everything, here's how you go about it: 0) Make sure Near Infinity and the ACM2WAV executable are in the same folder. Also, set up a target folder for exporting and converting. Also also, back up the original sound files! We'll be replacing them, but no crying if you overwrite files and need to reinstall to get them back! 1) Open Near Infinity and browse to your IWD install and open the .KEY file. This will allow you to browse. 2) The player sounds are under /Sounds (not /WAV, note). Navigate to the voice set you want (Female Fighter 3, in my case). 3) Select each file and choose "Export and Convert" - sadly, no batch exporting in Near Infinity. Export them to the folder you set up. 3a) Give the first file a play once you export and convert, juuuust to make sure it's working right. 4) Once everything is exported as uncompressed WAVs, use your OGG converter to convert everything to OGG. You can do what you wish with the WAVs afterward. 5) Make a sub-folder in your source export folder; you'll still want to keep your source OGGs, and copy over files for renaming as you go. 6) Going down the list Rokem provided here, choose which IWD sound files you want for each corresponding event set, copy the files into the sub-folder, and rename them appropriately for the existing sound set you want to replace (e.g., clicks would be player_voice_set_f_noble_0001 to 0003). I recommend only going to 0057, and there is a correction to be made to Rokem's list; see below. Also note that top files are somewhat prioritized for playing first in a given event set. 7) Once you're done, copy-paste the renamed sound files over to [steam directory]\common\Pillars of Eternity\PillarsOfEternity_Data\data\audio\vocalization\vo wav files\player, replacing all of the files in the voice set you wish to replace. 8 ) Load up the game and behold! For anyone else who liked the old IWD Female Fighter 3, this is how I ended up divvying up the sound files (with witty commentary): _0001: HEFF_16 _0002: HEFF_18 _0003: HEFF_22 _0004: HEFF_28 _0005: HEFF_25 _0006: HEFF_27 _0007: HEFF_03 _0008: HEFF_05 _0009: HEFF_07 _0010: HEFF_14 _0011: HEFF_15 _0012: HEFF_15 - the first repeat, simply because IWD had two sounds for this to PoE's three. _0013: HEFF_34 _0014: HEFF_35 _0015: HEFF_36 _0016: HEFF_37 _0017: HEFF_38 _0018: HEFF_43 - from IWD2, specifically. _0019: HEFF_10 _0020: HEFF_11 _0021: HEFF_11 - another 2-for-3 repeat. (for 22 to 28 there's the largest bit of repetition, because IWD had two "ally death" sounds to PoE's rather excessive eight) _0022: HEFF_39 _0023: HEFF_40 _0024: HEFF_39 _0025: HEFF_40 _0026: HEFF_39 _0027: HEFF_40 _0028: HEFF_39 (now a BIG note: 0029 is actually the "attack not working" sound, not another death sound. The "second retreat" clip works well here for comedic value.) _0029: HEFF_02 _0030: HEFF_34 _0031: HEFF_35 _0032: HEFF_33 - as this is "full inventory", it works amazingly well. _0033: HEFF_12 - used to be an idle bark! works great here. _0034: HEFF_09 - a former leadership change. also works well here. _0035: HEFF_24 _0036: HEFF_32 - oh my god try this one in game it is amazing _0037: HEFF_02 - for a little more comedy. might get confusing, but. _0038: HEFF_43 - welp _0039: HEFF_19 - both this and 0040 are repurposed ready-clicks. _0040: HEFF_21 _0041: HEFF_23 _0042: HEFF_13 - oh idle and overclick, you solve so many issues by accident _0043: HEFF_04 - because hell yeah _0044: HEFF_01 _0045: HEFF_34 _0046: HEFF_35 _0047: HEFF_36 _0048: HEFF_34 _0049: HEFF_35 _0050: HEFF_36 - the other big batch of repeats as IWD didn't have a lot of "action grunts". _0051: HEFF_15 - sadly, no specific ailment messages, so the more generic "hurt" one gets used here. _0052: HEFF_40 - a repeat, but works well here. _0053: HEFF_29 _0054: HEFF_15 _0055: HEFF_23 _0056: HEFF_15 _0057: HEFF_08 If anyone wants, I could try divvying up some of the other IWD/2 voice sets as well, but picking which files to use where is half the fun, really. Anyway, so there's a bit of repeating, but it's mostly down to PoE having a ton of "ally died" barks and "action grunts" - and I don't think I even heard most of the ally death barks in the original voice set, and I'm a decent way through Act 2. Just about the entire old voice bank gets mileage, and I'm pretty sure this could be done with the rest of the IWD/IWD2 voices, too, especially since the IWD2 sets have a few more files (43 vs. 40). That said, it does look like the Baldur's Gate voices would really struggle to work here - there's just so many missing events that you'd either get tons of repetition or just tons of silence and no feedback. The one thing you'll note is that I stopped replacement at 0057. The real problem gap is the spell barks; because PoE's spell barks are completely unique, yet consistent across each voice file, those are going to be the biggest problem when it comes to adding new voice sets for heroes. In this case, picking Noble for replacement worked to my advantage as it's the closest to the voice I swapped in; if you do your own replacement like this, make sure to pick the voice with the spell barks closest to the voice you're using. You can preview them all ahead of time in the vocalization\vo wav files\player folder, and you should. Anyway, thanks again for helping with this, everyone. It might seem like a stupid little thing, but it's going to improve my enjoyment of Pillars tremendously. And hopefully this helps others get preferred voicework into Pillars too! Now if only we could crack adding new voice sets entirely... Edited April 3, 2015 by SpaceDrake 3 Link to comment Share on other sites More sharing options...
Dark_Ansem Posted April 3, 2015 Share Posted April 3, 2015 I'm pretty sure we will. with the new engine we could... faster and more easily but oh well In-Development: Turn-Based cRPG, late backing OPEN! Link to comment Share on other sites More sharing options...
Rokem Posted April 4, 2015 Share Posted April 4, 2015 The patch notes say they added a couple new voices for different actions, but I do not see any new files in my folder. Anyone else having this issue? My game got patched via steam. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted April 4, 2015 Share Posted April 4, 2015 maybe the voices were there but the instances were not? In-Development: Turn-Based cRPG, late backing OPEN! Link to comment Share on other sites More sharing options...
luzarius Posted April 5, 2015 Share Posted April 5, 2015 (edited) Have you guys figured this out yet? Kolsc has no voice acting and he seems to be an important part of the game. The hardest part seems to be creating the .conversation file, it's basically one big confusing XML file. Edited April 5, 2015 by luzarius Having trouble with the games combat on POTD, Trial of Iron? - Hurtin bomb droppin MONK - [MONK BUILD] - [CLICK HERE] - Think Rangers suck? You're wrong - [RANGER BUILD] + Tactics/Strategies - [CLICK HERE] - Fighter Heavy Tank - [FIGHTER BUILD] + Tactics/Strategies - [CLICK HERE] Despite what I may post, I'm a huge fan of Pillars of Eternity, it's one of my favorite RPG's. Anita Sarkeesian keeps Bioware's balls in a jar on her shelf. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted April 5, 2015 Share Posted April 5, 2015 Have you guys figured this out yet? Kolsc has no voice acting and he seems to be an important part of the game. The hardest part seems to be creating the .conversation file, it's basically one big confusing XML file. that file has no OGG references, so I believe the actual config file is somewhere else... In-Development: Turn-Based cRPG, late backing OPEN! Link to comment Share on other sites More sharing options...
luzarius Posted April 6, 2015 Share Posted April 6, 2015 (edited) I managed to figure out how their system works. For example, the following conversation file belongs to durance: companion_cv_durance_hub_ashfall_v2.conversation - data\conversations\companions it contains talknodes that have an id: <FlowChartNode xsi:type="TalkNode"> <NodeID>52</NodeID> These talk nodes represent a line of dialogue whether it's voice acted or not. You can find out the text for this talk node by opening up the appropriate string talk table file: companion_cv_durance_hub_ashfall_v2.stringtable - data\localized\en\text\conversations\companions <Entry> <ID>52</ID> <DefaultText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles. "Durance himself favored such knotted twists of heat, it was said, no shame in it."</DefaultText> <FemaleText>Durance glances at his staff, then at you, and gives a crooked smile. "Can't take your eyes from it?" He chuckles.</FemaleText> </Entry> Then I copy and pasted an existing OGG file under the above naming scheme: companion_cv_durance_hub_ashfall_v2_0052.ogg - data\audio\vocalization\vo wav files\durance Note the naming scheme and how I renamed it with the number 52 at the end. Unfortunately in game the voice file did not play. If anyone knows why please let me know. Edited April 6, 2015 by luzarius 1 Having trouble with the games combat on POTD, Trial of Iron? - Hurtin bomb droppin MONK - [MONK BUILD] - [CLICK HERE] - Think Rangers suck? You're wrong - [RANGER BUILD] + Tactics/Strategies - [CLICK HERE] - Fighter Heavy Tank - [FIGHTER BUILD] + Tactics/Strategies - [CLICK HERE] Despite what I may post, I'm a huge fan of Pillars of Eternity, it's one of my favorite RPG's. Anita Sarkeesian keeps Bioware's balls in a jar on her shelf. Link to comment Share on other sites More sharing options...
luzarius Posted April 6, 2015 Share Posted April 6, 2015 Sadly I think the reason none of this is working is because I need to modify the actual files contained in the unity3d assets. This means downloading unity, an extension and using their editor to add/remove files. I was hoping it would be easier than this. It might be, I need to investigate the override folder. Having trouble with the games combat on POTD, Trial of Iron? - Hurtin bomb droppin MONK - [MONK BUILD] - [CLICK HERE] - Think Rangers suck? You're wrong - [RANGER BUILD] + Tactics/Strategies - [CLICK HERE] - Fighter Heavy Tank - [FIGHTER BUILD] + Tactics/Strategies - [CLICK HERE] Despite what I may post, I'm a huge fan of Pillars of Eternity, it's one of my favorite RPG's. Anita Sarkeesian keeps Bioware's balls in a jar on her shelf. Link to comment Share on other sites More sharing options...
Dark_Ansem Posted April 7, 2015 Share Posted April 7, 2015 which would be much easier with 5... I see your point. In-Development: Turn-Based cRPG, late backing OPEN! Link to comment Share on other sites More sharing options...
kingthrall Posted April 7, 2015 Share Posted April 7, 2015 As much as I read and see you can replace voice files so long as you backup. It seems to me a real patchy and quick fix for something that should be as easy as putting a folder with the correct playback format with the correct labeling in its own subfolder in the voices. Baldurs gate worked like this SpaceDrake, and I could have as many voice sets as I wanted without replacing them. Something as convient from a 10+ year game like that should not have so much trouble to work around like you are doing. Im going to wait for some sort of offical dev repsonse or a propper modder tool because as nice as it is your still limited to 6 or so voice sets and have to constantly replace them. 2 Link to comment Share on other sites More sharing options...
luzarius Posted April 7, 2015 Share Posted April 7, 2015 As much as I read and see you can replace voice files so long as you backup. It seems to me a real patchy and quick fix for something that should be as easy as putting a folder with the correct playback format with the correct labeling in its own subfolder in the voices. Baldurs gate worked like this SpaceDrake, and I could have as many voice sets as I wanted without replacing them. Something as convient from a 10+ year game like that should not have so much trouble to work around like you are doing. Im going to wait for some sort of offical dev repsonse or a propper modder tool because as nice as it is your still limited to 6 or so voice sets and have to constantly replace them. I'm hoping for official dev support on this too. There is a lot of clever writing in this game that could be enhanced by narration. I'd like to close my eyes and just listen to someone narrate, like an audio book. Having trouble with the games combat on POTD, Trial of Iron? - Hurtin bomb droppin MONK - [MONK BUILD] - [CLICK HERE] - Think Rangers suck? You're wrong - [RANGER BUILD] + Tactics/Strategies - [CLICK HERE] - Fighter Heavy Tank - [FIGHTER BUILD] + Tactics/Strategies - [CLICK HERE] Despite what I may post, I'm a huge fan of Pillars of Eternity, it's one of my favorite RPG's. Anita Sarkeesian keeps Bioware's balls in a jar on her shelf. Link to comment Share on other sites More sharing options...
Matnik Posted July 23, 2015 Share Posted July 23, 2015 I'm looking into this from a technical perspective at the moment but I'm not a coder and I don't have much knowledge of Unity, so I'm hoping it can be done without too much scripting. I'm looking at ways of importing new companion and player voice packs into the game, I've got that you can import them as ogg files and overwrite the current settings but what I'm after is the ability to create *new* options. That way, players can add a larger pool of voices to the options when creating a character. Tried just a copy, rename, and paste as a quick test - nada. Anyone had any better luck on this, or is it something we'd have to wait for the devs to release and SDK for? Link to comment Share on other sites More sharing options...
Zekram Bogg Posted July 23, 2015 Share Posted July 23, 2015 I'm looking into this from a technical perspective at the moment but I'm not a coder and I don't have much knowledge of Unity, so I'm hoping it can be done without too much scripting. I'm looking at ways of importing new companion and player voice packs into the game, I've got that you can import them as ogg files and overwrite the current settings but what I'm after is the ability to create *new* options. That way, players can add a larger pool of voices to the options when creating a character. Tried just a copy, rename, and paste as a quick test - nada. Anyone had any better luck on this, or is it something we'd have to wait for the devs to release and SDK for? This is something I want too. I mean, there are some VOs I don't think I'd ever use because I think they're terrible - both Male/Female Mystic suck to my ears - so I can replace those easily enough, but after that it means we're left with no more custom voices to choose from. And if I want to roll a party of six custom toons, it'd be nice to have the option to give them all more unique voices. That said, I worry that the "drop in a VO set" dream may be impossible. Looking at what Justin Bell was saying in the thread linked to the first page of this thread, it seems that audio files all need to be named very specifically or the entire audio system freaks out and breaks. Hence why he advised creating new silent tracks and naming them exactly the same for someone who wanted to get rid of just the combat music in their game. While I don't like assuming, it does seem like such specificity of file organization in the audio system is going to make a "drop in VO" system a LOT tougher without hacking into the larger audio system the game runs with. Which probably means going out and getting Unity 4 at the minimum. Link to comment Share on other sites More sharing options...
SpaceDrake Posted July 23, 2015 Author Share Posted July 23, 2015 (edited) Ahh, my little thread lives. Yes, the general conclusion was that while replacing the files in one existing VO set with another was not too terribly difficult (see my big post above), putting in whole new VO sets for player use is substantially more difficult because the game is not configured to recognize the existence of new voice sets just via file drop-in; the in-game database files need to be modified as well so the game knows what to look for. This is going to require either direct modification of the game client via the Unity SDK itself, or a deeper PoE-specific modification tool from Sawyer & Co. For now, replacing existing VO sets with voices you like can be done with something like my directions above (though obviously, replace Icewind Dale with whatever source audio you'd prefer to use), but new VO sets are outside the wheelhouse of casual modification. Edited July 23, 2015 by SpaceDrake Link to comment Share on other sites More sharing options...
Zekram Bogg Posted July 25, 2015 Share Posted July 25, 2015 I've been working on a VO mod of my own, and I've been trying to figure out which files correspond to what actions. I've listened to all the sets and all the files seem to follow a similar pattern. I think what I have currently is pretty accurate, but there's a few sections with question marks that I'm not 100% sure what they correspond to. Sorry for the page stretch. This is my first post and I'm not sure how to post this in an easier to read format. Hopefully you guys can find this information useful. #Player selected _0001 _0002 _0003 #Move order _0004 _0005 _0006 #Battlecry _0007 _0008 _0009 #Wounded _0010 _0011 _0012 #Taking hits/damage? _0013 _0014 _0015 #Dying? _0016 _0017 _0018 #Fatigued _0019 _0020 _0021 #Ally dies/falls in battle _0022 _0023 _0024 _0025 _0026 _0027 _0028 _0029 #Attack hit? _0030 #Attack missed? _0031 #Encumbered? _0032 #Stealth mode active _0033 _0034 _0035 #Taking damage from allies _0036 _0037 _0038 #Trap spotted _0039 _0040 #Picking locks _0041 #Leave party? _0042 #Enemy spotted while undetected _0043 #Retreat _0044 #Attacking? Physical straining? _0045 _0046 _0047 _0048 _0049 _0050 #Sick/poisoned _0051 #Skill-check failed _0052 #Confirm action _0053 #Cannot complete action _0054 #Action completed _0055 #Immobilized _0056 #Group leader _0057 #Short spells _0058 _0059 _0060 _0061 _0062 #Battlecry on steroids? _0063 _0064 _0065 #Medium spells _0066 _0067 _0068 _0069 _0070 _0071 #Long spell _0072 OK, so this list is great and all, but there are a lot of ??? sections on it that I think I might be able to clear up. I've been going through the player VO files today, and after some comparative analysis of the different audio files from the personality sets I think I've figured out some more specificity on parts of the VO line list. Which I bring up because it might be a bit problematic if anyone wants the above list as an exact guide to making their own VO's for their characters (which is something I'm working on for myself right now), so I figured I'd help out and do a little clarification on some of the vaguer sections of the list if anyone wants to follow this up on their own at home with a mic and wants to strive for maximum accuracy (which I do for myself anyway). To be fair, these are in a couple of sections where you put up question marks primarily, and these audio files are certainly NOT clearly labeled with the related actions, so it's still a bit of guess work on my part based on the the context of the VOs themselves and from playing the game for a bit. But I think I have at least a few things figured out that add on to Rokem's earlier list. So . . . VO's 1-21, as far as I can tell, Rokem got all of these dead on the money. I do think VO lines 10-12 "Wounded" and 13-15 "Taking Hits/Damage" have more specific triggers than those listed though. Because later on in the VO lists, on lines 45-50 there are also a bunch of "taking hits" sounds. Near as I can figure, the 45-50 lines are specifically sounds that play when the character takes hits in melee engagement that aren't special attacks or critical attacks from enemies, and only from normal hits, while the 13-15"Taking Hits/Damage" are from either critical hits, or enemy special attacks/spells. I'm not sure whether or not the "wounded" VO's trigger on hit or when the player's HP/Endurance hits a certain threshold though. The big area on this list that needs more clarity are VO lines _0022 - _0029. They are NOT all Ally falls messages, or at least, not exactly. VO Lines _0022 - _0024 are I think, much more specifically when your ally actually DIES, or is maimed. These lines have a lot more urgency and worry in them (except for the Sinister voice set, who consistently has the opposite reaction from the other four sets) and more than one refer to death specifically. Line _0025 isn't an "Ally falls" line I think, but an "ally at low health" or possibly a "heal ally" line. They all sound less about an ally going down, and more that they need to rally. Lines _0026 - _0028 are "Ally KO'd" lines that play when allies get KO'd in combat, but not killed. There's a lot less urgency in these lines, and I hear these most often in combat when playing myself, while I'm pretty sure I only ever heard the 22-24 lines when I had a character die a couple of times (once Eder got maimed in my first game, and then I lost a Rogue I made to a nasty trap the other day on my current game). Line _0029 is definitely not an "Ally falls" callout. It's the "Can't get through Enemy defense" callout. I've heard this enough in-game to know for sure something was wrong with the above list when this specific callout wasn't on it. And oh my god, I wish there was some variation on this callout. You can hear it all the time on Path of the Damned. Line _0030 I think is more specifically for a Special Attack or Critical hit confirmation, like a Fighter knockdown, or rogue Blind attack. Perhaps even a critical hit kill. Line _0031 is more specifically for a special attack or spell miss/failure, not just a general attack miss. Lines 32 - 62 are accurate as far as I can tell. A couple of these lines are weird in that I don't think they'll actually play in game because I don't think the conditions to allow them to play exist in normal functionality any more. Specifically the "Leaving Party" line 42, since you remove group members through menus rather than through some kind of dialogue system and it automatically exchanges them while the game state is frozen, and line 44, "Retreating" since I don't know how one can actually trigger a "retreat" condition other than running away from an enemy until you get out of aggro range, and whenever that's happened in my game, I've never heard the line play. Line 32, "Encumbered" is a strange holdover that still has a play condition in the game, even though it's rare as hell, because you only ever trigger it if you forcibly try to add an inventory item to a party member whose personal inventory is filled, which since the game auto-stashes things when inventories are full, is a very rare event. I'm ALSO not sure what exactly lines 63-65 pertain to. They seem to be battle cries when the PC is in a kind of spirit form or hyper-mode. However, after looking at some of the generic_male_paladin files, I think these are exhortations. I can't confirm until I get a Paladin myself into a higher level, but this seems correct. 63 and 64 are team focused Exhortations, and I think 65 is very specifically the Paladin's Sworn Enemy yell. Lines _0066 - _0068 are definitely chant phrases, not just normal spell call outs. Likewise, _0069 - _0071 are Chanter invocations. All of these chanter VOs are all also very specifically the same words for all of the voice sets (the same with the earlier spells too, actually). I'm pretty sure these are Chant phrases as opposed to normal spell magic words primarily due to the male_noble voice set, which you can hear a stronger sense of rhythm in these cast VO's than in the earlier arcane spell VOs. 69-71 are all also very quick, so they seem to only really fit the shouts/invocation commands. I have no idea what Line _0072 is more specifically other than "long spell" either. It might be the longer chant phrases maybe? Oh, and fun little thing I noticed: the sinister sets (both male and female) have an extra 73rd line compared to the other sets which stop at 72. It's of them groaning/sighing in disdain, which might be a little hidden VO for clicking on them repeatedly maybe? Anyway, hope this helps anyone else who might be thinking of making their own VO's for the game! Link to comment Share on other sites More sharing options...
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