Custom sounds sets
ScytheKnight
Member Posts: 220
OK, just one thing I want to know from the devs about this patch... has the previously mentioned workaround for custom sound sets been implemented in this patch or not?
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The following is a list of the wav files for the custom sound sets.
Replace each 'XXXXXXX' in the filenames with the name of the sound set (MAX 7 CHARACTERS).
All the wav files should be 22 khz, 16 bit mono sounds.
XXXXXXXa.wav : Battle Cry
XXXXXXXb.wav : Becoming Leader
XXXXXXXc.wav : Tired
XXXXXXXd.wav : Bored
XXXXXXXe.wav : Badly Wounded
XXXXXXXf.wav : Selected 1
XXXXXXXg.wav : Selected 2
XXXXXXXh.wav : Selected 3
XXXXXXXi.wav : Action Acknowledgement 1
XXXXXXXj.wav : Action Acknowledgement 2
XXXXXXXk.wav : Action Acknowledgement 3
XXXXXXXl.wav : Being Hit
XXXXXXXm.wav : Dying
XXXXXXXn.wav : In Forest
XXXXXXXo.wav : In City
XXXXXXXp.wav : In Dungeon
XXXXXXXq.wav : Daytime
XXXXXXXr.wav : Nighttime
XXXXXXXs.wav : Rare Selected 1
XXXXXXXt.wav : Rare Selected 2
XXXXXXXu.wav : Rare Selected 3
XXXXXXXv.wav : Rare Selected 4
XXXXXXXw.wav : Reaction to Party Member Death
Copy the .wav files to the Sounds directory located in the directory that Baldur's Gate was installed in.
Not easy for Mac users to find (experts excluded), since it's inside the .app
It'll be a little more complicated for Mac users for the reasons you stated.
You'd do a look-through file system overlay, just like the current Override folder.
EDIT: In a future patch, of course.
https://www.dropbox.com/home#!/home/Soundsets
-Click link
-Account - TC@hotmail.com
Pass - dropbox
-go to soundsets folder
-go to "all collected soundsets" folder
-place soundsets into sounds folder
-twiddle your thumbs while you wait for these guys to get the act together and fix custom sounds not working
Can you send the sounds you're trying to use to support@beamdog.com? I'll take a look and see if there's something wonky going on.
Aosaw -- I sent you the ones I'm trying to use. More data points is better, I suppose.
It's called the Icewind Dale Voice Pack Converter, towards the bottom of the page. Not sure if that helps, but they work in Baldur's Gate 2 just fine. It looks like the program just copies the files and renames them to the appropriate BG2 slots, so no change to the file format.
If you have more than one custom soundset you can replace 0 with 1-9 for each one
So, yes--you have to rename the file Custom#x, where # is a numeric value between 1 and 9 and where x is the sound letter.
So while this does allow us to have up to 10 custom soundsets, this does not work for me as a solution. I dont feel like selecting only 10 out of my bunch to convert and share among my friends for multiplay. The naming is going to make it WAAY more difficult to share sets between parties and all have the same sets named properly.
This add is just a waste of time for me and probably will only serve to placate customers just enough so that the devs never actually have to come back and fully address this issue.
Shelving this again for another month until next patches dissapointment.
TL;DR PLEASE DONT LET THIS "WORKAROUND" BE FINAL THE FINAL FIX
Also: is there any way to add subtitles to the custom voices that we create? Just a minor thing, really, but it is a little silly to see everyone elses' scripts in the dialogue box while your Charname's voice just seems to appear out of thin air. XD
@TiaxRulesAll The new patch contains more than we could have ever asked for, so I wouldn't call it a 'disappointment'. 10 custom soundsets aren't enough? There are 6 character slots in a party. seems more than adequate. Anyway, shelving an entire game just because of this minor issue seems a bit absurd...
The rest of the patch fixes that everybody gets all orgasmic about are moot to me because I refuse to start a game until I can create the character I want and should be able to have. I also deserve to play enhanced multiplayer with matchmaking because thats what i was told I was buying.
about shelving an entire game... I've beat this game literally dozens of times. I know what its about. I bought this for the new multiplayer (which was barely EE'ed) I bought this so we could have multiple people playing multiple custom characters. before i just get everbody a zip file of my 30+ sets we all drop them in and we all are ready to go with ample choice and no configuring.
NOW we cant do that. We all have to coordinate who want what soundset (even though you cant preview it anymore without already doing the renaming work) we have to make sure that we all have the correct files for each customx ... (cant have my custom1 be anothers custom3)
are you starting to see the issues? It just raises more of them. Why Im I the only one NOT overlooking the SEVERE downgrade this is from the original functions.
TLDR again: I didnt buy this game for SP, I have been beating this game for years. I bought it for the (un)enhanced multiplayer and assumed original customisation functions still worked. So yes, it stays shelved.
10 is personally enough for me. I only wanted to use the BG2 soundsets and there's only 9 of those. Personally, I don't know why they weren't included in the first place, but there's a workaround so I'm content. It's kind of weird how we can change the way we sound in between the time we finish BG1 and import to BG2... =P
On the other hand, I have to agree with @TiaxRulesAll. Asking for the same soundset mod support as the old game isn't really asking too much. Why should it be OK for an "Enhanced Edition" to have worse support than it's 12 year old predecessor that it's "enhancing" (counting from BG2, since I'm unsure if BG1 had the same support without Tutu/BGT)? Isn't updated modern usability part of why we bought BGEE?
"This isn't what was promised to meee!!"
[cit.] Kalah
This may be disappointing. However this is still what was announced.
In the end, it all comes down to compromise. If you want subtitles, as @Nonnahswriter is asking, there is no simple alternative to have the custom sound sets referenced in CHARSND.2DA file and subtitles added to dialog.tlk file. That is indeed what is done in the patch. You get the CUSTOM0 to CUSTOM9 sound sets added to CHARSND.2DA file, and in the dialog.tlk file, you have all these lines referenced between position 31997 and position 32126 and already associated with sounds CUSTOM0A to CUSTOM0M, CUSTOM1A to CUSTOM1M and so on. So in practise, by editing the texts in this range, you could actually add subtitles matching your choice of soundsets.
I understand it's not as easy as in older games. The decision to add subtitles for custom soundsets has a price, which may be to high for some users.
The bugs are quickly disappearing, and I would imagine after they have the kinks worked out, they'll be able to focus on some of the other stuff (like customization of your character) a little more.