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Missed a step in Adding a voice to NPC

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#1 -Xavioria-

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Posted 18 October 2013 - 06:50 PM

So I finally got a voice actress for my mod, and I'm trying to expand it, but I must be missing an important step in the process.


I did follow the tutorial, as I have never added a voice to anything before, this IS my first mod, but I'm not entirely sure what I'm doing wrong, if anyone wouldn't mind helping me, I would be very grateful


I added a line to one of the .d files where you initially meet the NPC, added it in brackets as it was noted in the tutorial, created the proper file in .wav format. It was properly put in the override folder as indicated. However, in game, it just plays the default voice that comes with the game which i think is Female3. This IS in BG EE so if there's a step I'm missing, please let me know. 


Thanks for the help

#2 The Imp

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Posted 19 October 2013 - 02:07 AM

I would suggest that you post both the .tp2 code and the .d files code....

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#3 -Xavioria-

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Posted 19 October 2013 - 06:19 AM

Here's what my tp2 file looks like, it's pretty simple:
BACKUP ~Margarita/backup~
AUTHOR ~Xavioria (rlbecker11@yahoo.com)~
BEGIN ~Margarita for Baldur's Gate: Enhanced Edition~
// This adds Margarita herself to the game
COPY ~Margarita/SoundsMargarita~ ~Override~
COPY ~Margarita/RL#MARG.cre~ ~Override/RL#MARG.cre~
SAY NAME1 ~Margarita~
SAY NAME2 ~Margarita~
// Margarita's Biography
SAY BIO ~When asked about her past, MARGARITA becomes defensive and fidgety. She mentions nameless people and countless places that seem to make her either older than she seems or somewhat loony. The Halfling does seem to mention one thing consistently, and that would be her trade as a courier. You find that after some more prodding, Margarita is constantly trying to shift the subject to something more neutral; implyng that something horrific may have happened in her past, or she's deliberately hiding something from you.~
// Dialogue Scripts
COMPILE ~Margarita/Scripts/RL#MARG.baf~
// These lines are for Margarita's Dialogs
COMPILE ~Margarita/Dialogue/RL#MARG.d~
COMPILE ~Margarita/Dialogue/RL#MARGJ.d~
COMPILE ~Margarita/Dialogue/RL#MARGB.d~
// Margarita shall appear here
EXTEND_TOP ~AR5403.bcs~ ~Margarita/Scripts/AR5403.baf~
// Margarita's Scripts
APPEND ~pdialog.2da~
APPEND ~interdia.2da~
And here's the line in the .d file that corresponds with the sound file:
IF ~NumTimesTalkedTo(0)~ THEN BEGIN FirstMeet
SAY ~WOAH, you scared me, you did! What are you doing here? Don't you know these mines are infested?~ [RL#MAR1]


#4 Eric P.

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Posted 19 October 2013 - 10:50 AM

You didn't include all possible voiced lines for Margarita's soundset in your .tp2, and you need to do that to define her responses to various game actions/events. Open any NPC mod's .tp2 file and see all the SAY lines. Copy that structure into your .tp2, but with your own character's lines and corresponding .wav files in brackets.

Edited by Eric P., 19 October 2013 - 10:52 AM.

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#5 Isaya

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Posted 27 October 2013 - 03:24 PM

If you get Female3 voice, I think it's because your CRE file is using that sound as the greetings voice (INITIAL_MEETING if you look at the CRE file with NearInfinity). In BGEE, I think they restored the greetings voice (compared to BG 2) so that you get it anytime you start talking with an NPC.

In your case I assume you should have two voiced parts: first the general greetings from the CRE file, then the sound corresponding to your dialog line. If you don't have the dialog voice, it may be because your sound file is not called as in the D file (RL#MAR1) or it's not properly installed in the game.

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