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Custom Soundsets not working

JixoJixo Member Posts: 12
So i followed the DLTCEP tutorial by Luigirules (link below) and I noticed that even though adding another column and making the necessary adjustments for custom soundsets in the CHARSND.2da is still not working. I am not sure if its conflicting with this 1.2 update. But I was under the assumption that it was working before, I'd hate to go back to the absolute horrible way of renaming soundsets to CUSTOM0-9......

http://forum.baldursgate.com/discussion/8868/here-s-how-to-add-custom-sound-sets/p4

Comments

  • ThalamondThalamond Member Posts: 127
    apparently no one but us has this problem :(
  • CuvCuv Member, Developer Posts: 2,535
    Are you on PC? If so, easy fix. Create a folder in your Documents folder where the saves are located called 'sounds'. Drop your soundset in there... and put your CHARSND.2da in the override. Restart the game and they should be available. They are for me, I am using a default entry for my sounds renamed to CUSTOM1x (x being the letter extension). Choose CUSTOM1 in the 'sounds' screen.

    I am on win 7

    If not PC, might have to flag someone with that knowledge.
  • ThalamondThalamond Member Posts: 127
    edited November 2013
    I'm also in windows 7. Your suggestion doesn't seem to fix my problem unfortunately. Thanks for the help anyway though.
    Edit: sounds can be heard when choosing a voiceset for a character, but in game (moving, interaction, fighting) no voice is heard.
  • EtaminEtamin Member Posts: 830
    I have the same problem. I was trying to use DLTCEP but without success. I'm not even sure where to put 'sounds' folder. Ones say to the 'Documents' folder, others to the 'lang' folder:
    A)C:\Users\Daniel\Documents\Baldur's Gate - Enhanced Edition
    b)C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766\lang\pl_PL
    So where?
  • CuvCuv Member, Developer Posts: 2,535
    I put my 'sounds' folder in A)D:\User\My Documents\Baldur's Gate - Enhanced Edition

    Make sure you rename your sound files to CUSTOM1(x last digit is the definer for the sound A-Z)
    Think you have about 10 CUSTOM slots you can use. So first is CUSTOM1(x), then CUSTOM2(x), etc.
  • EtaminEtamin Member Posts: 830
    edited November 2013
    I see them in options (and i can hear them there right), but ingame they are silent. Do i have to use DLTCEP?
  • CuvCuv Member, Developer Posts: 2,535
    no, you don't have to use dltcep at all. Not if you name them correctly.
  • EntropyXIIEntropyXII Member Posts: 656
    @Cuv - A quick question. Will BG2 soundsets ever be included in BG:EE?
  • EtaminEtamin Member Posts: 830
    edited November 2013
    Can you check for me those two sets? I can i hear them in options, but not ingame. I'm 99% sure they are named correctly: http://www.datafilehost.com/d/6f74219b. Tell me do they work for you.
  • OperativeNLOperativeNL Member Posts: 146
    Etamin said:

    Can you check for me those two sets? I can i hear them in options, but not ingame. I'm 99% sure they are named correctly: http://www.datafilehost.com/d/6f74219b. Tell me do they work for you.

    @Etamin: Hi, i tested your sounds and they do work. I hear them in-game too (so not just in the customization screen).

    What you need to do is put them in the C:\User\My Documents\Baldur's Gate - Enhanced Edition\sounds folder. (there is no "sounds" folder there by standard so make one yourself.) Then rename the soundsets to CUSTOM1(a-z) and CUSTOM2(a-z). For example your files EMM1a, EMM1b, EMM1c were named CUSTOM1a, CUSTOM1b, CUSTOM1c respectively. do this for all the files. ON1a, ON1b, ON1c were named CUSTOM2a, CUSTOM2b, CUSTOM2c respectively. Again for the entire soundset.

    Now I have a question myself. I have a working soundset for my dwarven thief. But I'd like to have the selection texts also be on-screen in the text box, like the normal voices are also. How do I make this happen?
  • EtaminEtamin Member Posts: 830
    edited November 2013
    Thanks, but i have found different solution. You can rename your files to Male1a, Male1b, Male1c and just overwrite those in lang/EN_eu/sounds folder. This way you can create 12 sets of your own (Male1-Male6 and Female1-Female6).
    Post edited by Etamin on
  • CuvCuv Member, Developer Posts: 2,535

    @Cuv - A quick question. Will BG2 soundsets ever be included in BG:EE?

    I don't know. After release we will have more time to look at other things like that :)
  • OperativeNLOperativeNL Member Posts: 146
    @Cuv Do you know of a way to add subtitles to custom soundsets?

    Also do the custom soundsets for "hiding in shadows", "setting traps" etc work? They are not mentioned in the files thats in the EN_US/sounds folder, also i can't seem to get the "rare selected" sounds to work...
  • CuvCuv Member, Developer Posts: 2,535
    @OperativeNL Yeah... but it's messy atm. You need to go into the CHARSND.2da with an editor (like ConText) and input string refs, save it and test, rinse-repeat until working as you want.

    DLTCEP should be able to do it also and that should also not mess up the columns/rows. The strings you input might also need the sound associated, DLTCEP should be able to do that too... but you will need to add your strings first to the dialog.tlk and then input the data into CHARSND.2da. If it's not done carefully and correctly, you could crash. To remedy that... just remove the 2da from the override and keep trying.
  • ChippyChippy Member Posts: 241
    Is it a bug that my custom soundset (that's mostly working) plays action acknowlegment (xxxxxxxk) 8 out of 10 times instaed of battle cry (xxxxxxxa)?.

    I'm assuming this is a bug, and waiting for a fix (it's been a year now). But maybe somebody just decided that it would be cool to implement it as it is. ???. ???.
    And I've been waiting for a year for something that's working as intended.

    Ha, Ha.
    Ha.
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