I've managed to edit the strings in CHARSND up to CUSTOM0M but there doesn't seem to be any more to edit for the rest. Any way to add text for sound N onwards?
Ill bet anybody here, we never see custom sounds adressed again. This is a drop and forget workaround. I just know it. Anybody who thinks they are still working to fix the feature to match original functionality is gullable. They practically already said they couldn't fix it properly in my other thread due to coding changes they made even though they refuse to call it "breaking a feature". If not incompetance then it is at least bad coding skills and poor foresight.
Its a shame really. Its now 3 months, a quarter of a year, since release and major bugs are still being worked out in the dozens. I kinda irks me that people think this is some great thing. The way I see it, this crap should have been ironed out before launch. With minimal patching after launch. THAT is what go companies do. Not rope you into waitng for support to give you a functional game months after purchase. So you guys just keep on thanking them.
@TiaxRulesAll Thank you for your feedback. We're working on improving the custom sound sets to make the functionality more user-friendly. In the mean-time, if you follow the naming conventions that have been described, your sound sets will work just fine.
@TiaxRulesAll, this patch includes what @Nathan announced here. 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.
...Bleh...blah...jargon...computer...data...what?
I'm sorry, I am really not good at this, but what is the CHARSND.2DA file? I think I can guess what the dialog.tlk file is (a notepad document with all the text inside?) and...positions? Positions are for...what exactly?
I think you're right; maybe the price for subtitles is a bit too steep... But I did say I considered it a minor issue, so it's all good.
@Nonnahswriter, if you follow the naming convention CUSTOM0a to CUSTOM0m, CUSTOM1a to CUSTOM1m, etc. you don't need to alter CHARSND.2DA. In case you still want to edit CHARSND.2DA because you want your own naming convention, you'll need a software called Near Infinity or with DLTCEP. They are not for the faint of heart. Search for "custom sound set" and you should find a topic explaining how to proceed.
Adding the subtitle requires editing the dialog.tlk file. It's not a text file, you'll need tools like Near Infinity or DLTCEP to edit it.
Provided you follow the imposed naming convention and you don't need the subtitle, it's rather easy. I found that you needed to place the files in the lang\en_US\sounds directory to get them available in the game, even if my language is French. Having them in a sounds directory in the main directory (with chitin.key) or in My documents (with the save games) didn't work for me.
Why they didn't add BG2 soundsets to the game in the first place? I can understand why they didn't add IWD soundsets - maybe they don't have any rights to it...
But BG2?
Also, custom portrait screen still looks like crap, to be honest: - Scroll doesn't work for small portrait screen - Portraits doesn't exactly fit the borders - It's hard to navigate through it, especially when you have LOTS of portraits - Shouldn't Large/Medium/Small portraits of the same type by already "merged"? That's why there is this criptic naming for the files, isn't it? Yet, still I have to choose Medium AND Small portrait manually...
I must agree with @TiaxRulesAll While I appreciate the work Beamdog has put in this project, the game still is missing alot of features. Also new patch introduced quite alot of new bugs. New classess are heavily bugged (especially Shadowdancer)... I just can't believe that there is any betatesting team I've been hearing about - I've found bugged Dwarf stats like 10 seconds after downloading the patch... Those are not some minor bugs, that could go unseen. Those are gamebreaking bugs of new features/classess you put in the patch...
@Nonnahswriter, if you follow the naming convention CUSTOM0a to CUSTOM0m, CUSTOM1a to CUSTOM1m, etc. you don't need to alter CHARSND.2DA. In case you still want to edit CHARSND.2DA because you want your own naming convention, you'll need a software called Near Infinity or with DLTCEP. They are not for the faint of heart. Search for "custom sound set" and you should find a topic explaining how to proceed.
Adding the subtitle requires editing the dialog.tlk file. It's not a text file, you'll need tools like Near Infinity or DLTCEP to edit it.
Thank you very much, that makes a lot more sense now. I think I'll just have to hold back on the subtitles if Near Infinity is really as complicated as they make it seem. But hey, I'll live.
I dont understand how the original non enhanced edition, custom soundsets were so easy to install a simple drag and drop. Now EE is only limited to only 10!? Come on guys this is the "ENHANCED EDITION" and your gonna go a step backwards with the custom soundsets? Only limited to 10!? Sorry but thats not a fix in my honest opinion... that is still a feature that has step backwards from the flexibility of the original games. Totally disappointing...
I have a question about soundsets. If I dont have all 23 parts to a soundset (custom0a to w) can I still use it? I found a partial soundset from NWN that I liked but I know that it's missing pieces converting it to BG. Would there just be no sound for those actions then that it is missing if I convert the rest and use it as my default soundset?
Is there a compilation, similar to the dropbox account linked, of PLAYER soundsets from BG2 and IWD1/2? I've been looking for the player selectable soundsets from those games for BG:EE for a while now, and all I find are the soundsets from the NPCs in those games..
The dropbox HAS those. I added them all myself. There is a subfolder called "ALL Collected Soundsets (so far) BG1,BG2,IWD1,IWD2,Torment"
That folder contains: Baldur's Gate 1 NPC's Baldur's Gate 2 NPC's AND PC's Icewind Dale 1 All (they are all "Player" in IWD) Icewind Dale 2 All Planescape Torment 3 sets.
If the custom sounds worked as inteded you would just copy that whole folder and drop it into place and be ready to go with complete set to choose from. I haven't felt like picking 10 out of all those and changing thier names so instead I'm just gonna wait for the real fix to come out. ¬_¬
Here's what I found for the dark, brooding hero soundset from NWN. The files still need to be matched up the corrosponding actions for BG though, i haven't had a chance to do so yet.
This might help facilitate the incorporation of new sound sets for players. A modder will need to modify Cuv's code to make it more user-friendly, but the framework is already there.
The NWN soundsets are harder to find as they were not the same format as the other games i mentioned. That requires somebody to do alot of work to get them ready for BGee, I dont know if there are any. The games I mentioned are all infinity engine games using the same or compatable formats.
Comments
Its a shame really. Its now 3 months, a quarter of a year, since release and major bugs are still being worked out in the dozens. I kinda irks me that people think this is some great thing. The way I see it, this crap should have been ironed out before launch. With minimal patching after launch. THAT is what go companies do. Not rope you into waitng for support to give you a functional game months after purchase. So you guys just keep on thanking them.
Thank you for your feedback. We're working on improving the custom sound sets to make the functionality more user-friendly. In the mean-time, if you follow the naming conventions that have been described, your sound sets will work just fine.
I'm sorry, I am really not good at this, but what is the CHARSND.2DA file? I think I can guess what the dialog.tlk file is (a notepad document with all the text inside?) and...positions? Positions are for...what exactly?
I think you're right; maybe the price for subtitles is a bit too steep... But I did say I considered it a minor issue, so it's all good.
In case you still want to edit CHARSND.2DA because you want your own naming convention, you'll need a software called Near Infinity or with DLTCEP. They are not for the faint of heart. Search for "custom sound set" and you should find a topic explaining how to proceed.
Adding the subtitle requires editing the dialog.tlk file. It's not a text file, you'll need tools like Near Infinity or DLTCEP to edit it.
Provided you follow the imposed naming convention and you don't need the subtitle, it's rather easy. I found that you needed to place the files in the lang\en_US\sounds directory to get them available in the game, even if my language is French. Having them in a sounds directory in the main directory (with chitin.key) or in My documents (with the save games) didn't work for me.
I can understand why they didn't add IWD soundsets - maybe they don't have any rights to it...
But BG2?
Also, custom portrait screen still looks like crap, to be honest:
- Scroll doesn't work for small portrait screen
- Portraits doesn't exactly fit the borders
- It's hard to navigate through it, especially when you have LOTS of portraits
- Shouldn't Large/Medium/Small portraits of the same type by already "merged"? That's why there is this criptic naming for the files, isn't it? Yet, still I have to choose Medium AND Small portrait manually...
I must agree with @TiaxRulesAll
While I appreciate the work Beamdog has put in this project, the game still is missing alot of features.
Also new patch introduced quite alot of new bugs. New classess are heavily bugged (especially Shadowdancer)... I just can't believe that there is any betatesting team I've been hearing about - I've found bugged Dwarf stats like 10 seconds after downloading the patch...
Those are not some minor bugs, that could go unseen. Those are gamebreaking bugs of new features/classess you put in the patch...
If you don't have all of the sound files for your sound set, then you just won't hear any sound for those actions.
Is there a compilation, similar to the dropbox account linked, of PLAYER soundsets from BG2 and IWD1/2? I've been looking for the player selectable soundsets from those games for BG:EE for a while now, and all I find are the soundsets from the NPCs in those games..
There is a subfolder called "ALL Collected Soundsets (so far) BG1,BG2,IWD1,IWD2,Torment"
That folder contains:
Baldur's Gate 1 NPC's
Baldur's Gate 2 NPC's AND PC's
Icewind Dale 1 All (they are all "Player" in IWD)
Icewind Dale 2 All
Planescape Torment 3 sets.
If the custom sounds worked as inteded you would just copy that whole folder and drop it into place and be ready to go with complete set to choose from. I haven't felt like picking 10 out of all those and changing thier names so instead I'm just gonna wait for the real fix to come out. ¬_¬
http://forum.baldursgate.com/discussion/9969/customization-mod