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Found 4 results

  1. Greetings to all, I would like to introduce you to my very first template. The template includes Audacity save files for voice recording of player characters. PST:EE is not included. What is Audacity? Audacity is an audio editing and recording application. This means to be able to use the template, an Audacity installation is neccessary. What is IEEE ASfPC? It offers you prepared tracks for recording voice lines for the player character. It provides automatic renaming of WAV files exported by Audacity via .bat file so that they can be used in IEEE-specific games Compatibility with "EE Soundset Tool" should be given, as it uses its “Unofficial Naming Convention” It contains guides in English and German It supports the following languages: English Deutsch Here is a link to more information: Repository/Readme You can find the template release version here on GitHub: https://github.com/Incrementis/IEEE-Audacity-Savefiles-for-Player-Character-/releases I wish you all happy gaming.
  2. Good morning to all, I would like to introduce you to "EEE Player Character Voice Installer" or in short IEEE PCVI. This is a tool and a template that allows you to install player character voice sounds for certain Infinity Engine games. The latest release can be found here. It is still in beta. I made it mostly for myself, but I like to share things I create, so feel free to use it. Supported Games BG:EE (Baldur's Gate:Enhanced Edition) tested version is 2.6.6.0 SoD (Siege of Dragonspear) tested version is 2.6.6.0 BG2:EE (Baldur's Gate 2:Enhanced Edition) tested version is 2.6.6.0 IWD:EE (Icewind Dale:Enhanced Edition) tested version is 2.6.6.0 Operating Systems Implemented and tested on Micrososft Windows 11 Compatibility It uses the unofficial soundset convention for advanced sound slots, ensuring compatibility with sound files developed under this standard. WAV files and OGG files, with the OGG extension renamed to WAV extension(IE seems to support this as this was successfully tested) Languages English Deutsch Key Features Installs pre-made sound files for player character voices. Optionally scans "dialog.tlk" with the installed soundset and automatically repairs any incompatible "strref" entries, ensuring seamless integration with the selected voice pack. Serves as a template for creating custom player character voice sets. Requires minimal coding knowledge IEEE PCVI mainly targets soundslots used by the original Infinity Engine games in their selectable voice sets within the character customization menu. The supported sound slots as a list for the individual games are marked with postfix and their meaning can be found in the “guides” folder or online: BG:EE (Baldur's Gate:Enhanced Edition) SoD (Siege of Dragonspear) BG2:EE (Baldur's Gate 2:Enhanced Edition) IWD:EE (Icewind Dale:Enhanced Edition) IEEE PCVI uses the following postfixes: | Postfixes || | ---------- |-| |b | l_ |c | i |d | j |a | k |8 | 0_ |9 | 1_ |g_ | 2_ |h_ | 3_ |l | W |m | z |e | 1 |n | 2 |o | 3 |p | 4 |q | 5 |r | 6 |f | 7 |g | s |h | t |0 | u |k_ | v If you are interested installing more voice lines for the player character, an alternative system is the EE Soundset Tool. For more information, you can also visit the IEEE PCVI repository. You can also visit the IEEE PCVI GitHub-wiki whose guides are available in English and German. Side note: This year I'm mostly concentrating on my studies, so please don't be offended if my answers are very infrequent. I wish you all happy gaming.
  3. Good morning to all, I would like to introduce you to "EEE Player Character Voice Installer Pack" or in short IEEE PCVI Pack. It is still in beta. I made it mostly for myself, but I like to share things I create, so feel free to use it. This combines IEEE ASfPC and IEEE PCVI in one package and also offers demos for testing. I already posted them here on theG3 forum: IEEE ASfPC IEEE PCVI Demos The demos for the respective game are ready for installation. There are demos for: BG:EE (Baldur's Gate:Enhanced Edition) tested version is 2.6.6.0 SoD (Siege of Dragonspear) tested version is 2.6.6.0 BG2:EE (Baldur's Gate 2:Enhanced Edition) tested version is 2.6.6.0 IWD:EE (Icewind Dale:Enhanced Edition) tested version is 2.6.6.0 For more Information please visit the GitHub-repo. Side note: This year I'm mostly concentrating on my studies, so please don't be offended if my answers are very infrequent. EDIT: To make it a little clearer, I assume that not everyone is using Audacity for recordings, so I made two projects and put them into a package. I use the package at a meta level like this: Record and rename voice lines via IEEE ASfPC Distribute the renamed voice lines and make them available as an installable mod via IEEE PCVI The demos show what the end result could look like I recommend reading the wikis and guides that the projects offer. I wish you all happy gaming.
  4. Good evening everyone, Before the relevant questions are asked, the context for understanding is first presented. Custom Characters: This is intended for group members that were created before the start of the game Party members: This is intended for group members that already exist in game(e.g. Jahiera or Khalid) REACT_TO_DIE_GENERAL: This is a sound-slot name that plays when a party member dies. The following was tested and observed: When party members die in the game, custom characters react with the appropriate sound When custom characters die, custom characters don't react with the appropriate sound When custom characters die party members react with appropiate sound This was tested with the following settings(Near Infinity): Each custom character, 6 created in total, was given the "AoN: Trent" voice setting as a REACT_TO_DIE_GENERAL was recorded and set for that character sound All characters were killed sequentially (This was done by giving one of the characters the same BSC scripts as Khalid and without) Each custom character, 4 created in total, was given the "AoN: Trent" voice setting and Jaheira and Khalid were included to the party A custom character was killed Questions: Is it possible to trigger REACT_TO_DIE_GENERAL for a custom character when a custom characters dies? How can this be achieved? Thanks for reading this comment!
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