@smeagolheart During our multiplayer run several people have been saying that the lines and the sound don't match with each other (check characters called Moros and Llolnae, for example). I'm attaching a save for you to look and to check
Also, each guy would have to install their mods in the exact same order it it would give different results because it would be pointing to different string pointers on each machine, I would think that would be the most likely thing?
I recently came back to Icewind Dale EE for a bit, and started working on content again. Here's a pack of voice sets I've made earlier in the year and uploaded to the forum, now configured with the excellent awesome shell. Featured in the pack are soundsets from Diablo 1 and 2, Vampire: The Masquerade - Bloodlines, Bandits: Phoenix Rising, Dungeon Keeper, and Shogun: Total War. I'l probably be updating it off and on, so feel free to check this thread and keep a watch on my dropbox link for any updates. And again, I just want to thank smeagolheart for creating this great and easy way to add custom soundsets to the games!
Did the NWN soundsets that @ggallegher posted on page 1-3 of this thread, ever make it into a bundle? Or do I need to install them one-by-one?
I'm willing to put them together, if @smeagolheart's willing to tell me how to make a WeiDU installer that can install multiple soundsets at once, in a really simplified manner. Most of the reason that the project ceased was because I couldn't infer how to do that by looking at other existing soundset packages and attendant WeiDU code. It was a real roadblock that resulted in frustrating, unproductive nights that eventually added up to weeks.
Comprehension via reading code really isn't my strong suit.
After putting all your sounds in subfolders of the SND folder (eg ..\SND\Nathyra and ..\SND\NWNF_1)
Then on the tp2 at the end just add them after each other. The only thing to watch out for there is you will have to change the path to the correct folder.
I combined your Nathyrra and NWNF1 and used the Nathyrra folder and this was the code at the bottom of the Setup-Nathyrra.tp2... (note the changed path on the bottom one..)
BEGIN ~Nathyrra~ OUTER_SPRINT soundName ~Nathyra~ LAUNCH_ACTION_FUNCTION s9copy END INCLUDE ~Nathyrra/baf/core.tpa~
BEGIN ~NWNF_1~ OUTER_SPRINT soundName ~NWNF_1~ LAUNCH_ACTION_FUNCTION s9copy END INCLUDE ~Nathyrra/baf/core.tpa~
The usual place, Spellhold Studios, where all the rest of them are located is still giving me errors so I can't put it there. It's pretty frustrating. No matter what I do it gives me a no file selected error.
I've downloaded to my IWD:EE folder but what next? I'm sorry but I don't understand the next stage. Wonder if anyone can help me out - can I say this is superb mod and really adds more to an already fantastic game. Thanks everyone.
hi @fireandsteel73 you want to go to your iwdee folder and unzip the archive. There should then be a setup-xxxx.exe file that you run and it should install the mod.
Then in game, when you make a new character you should be able to pick one of the new voices.
Hi, yes thank you - it turned out that my virus protector was destroying the .exe file. I turned it off to enable the set up and then turned the VP back on. started new game and the mod is there. Brilliant - thanks smeagolheart!
And just updated it yet AGAIN to version 1.5. Added a Monk soundset based off of the little known and "Only Authorized Diablo Expansion", Hellfire. Kind of proud of this one as I ripped and compiled it myself; couldn't find any Hellfire-specific sound files on the Internet so I had to dig out my old CD and take the mpq files out myself. Also had to edit quite a bit as the Monk was woefully short of a lot of the audio files the core characters had. If you download it, tell me if it sounds alright.
Link: REMOVED. Updated soundpack to version 1.6, which is listed in my next post.
@SpaceInvader, I had some free time so I thought I'd take a crack at your request. I'm not super familiar with DOTA (played it a couple of times but never got into it), but when I saw all those sound files at that link you posted, I was intrigued. As it turns out, DOTA sound files seem to make great Infinity Engine soundsets, so I might make some more later.
I put your requested Invoker soundset (with subtitles, of course) in another update to my mod, now at version 1.6a. Try it out and see if you like it. If it's not that great, tell me what's wrong and I may fix it up a bit. Of course, you can modify them yourself if you like. All I did was download the mp3 files and converted them into wav files using the free audio editor Audacity (http://audacityteam.org/)
Link: removed...newest version of the soundset pack will always be linked below in my latest post.
@SpaceInvader, I found a few errors in the subtitles of the Invoker, so I'm submitting this Invoker.tra file to replace the one in v1.6 of the mod. I was going to wait until the next version of the mod, but I hate leaving mistakes when I know how to correct them, and the next version of the mod might take a bit of time (adding a ton of new soundsets, including Max Payne, American McGee's Alice, Raz from Psychonauts, and most if not all of Dragon Age: Origins party member npcs).
To have the new fixes applied, you'll have to uninstall my soundsets, replace your Invoker.tra file with the one in the zip, and install the soundsets again. Also, make sure to download 1.6a of the mod (https://www.dropbox.com/s/lmaf5182m6xks41/Swifty Magee's Soundsets v1.6a.zip?dl=0) or you might run into a weird subtitle issue with one of the voice clips.
Put together a soundset from Dragon Age:Origin's male elf experienced set and thought I'd share it here. Thanks to everyone in this thread for making it easy to do.
If anyone has a problem with it or I made some mistakes with the set, let me know.
New version of my soundset pack is up, and it includes new soundsets made from Max Payne 3, Psychonauts, American McGee's Alice, and Dragon Age: Origins. I don't know exactly what will be in the next version, but I found some Star Wars: Republic Commando sound files a while ago and I'm hoping I can do something with them. I'll probably add some more DOTA 2 soundsets as well, since the Invoker files worked so great.
I'm uploading the next version of my pack, which features more DOTA 2 soundsets. Since the DOTA 2 ones take so little time to do (about a half-hour instead of 1 to 2 hours), there might be another update soon...maybe this weekend. The soundsets added to this version are:
Juggernaut - good for a male kensai or some sort of tank character Legion Commander - great for a female fighter or paladin Drow Ranger - a female archer soundset...some Drow-specific references are included Phantom Assassin - a female thief soundset perfect for the assassin kit Omniknight - great male paladin or cleric soundset Warlock - good for an evil sounding male necromancer; great for a wizard specializing in monster summons Keeper of the Light - a male soundset for old clerics, although you could also use this for an old, forgetful wizard (thought of Merlin from Disney's Sword in the Stone when making this one) Lina - this was a bit difficult to make for various character types; this soundset is virtually made for female wizards who love to burn things
Of course, you can use my soundsets for any type of character. I just think they would just fit these archetypes the best.
Version 1.9 of my soundset pack is up. In addition to greatly filling out the readme file, this version features more DOTA 2 soundsets, and I finally made those Star Wars: Republic Commando soundsets. Also, I forgot to mention this in my last post, but special thanks to @GodKaiserHell for inspiration and ideas on how to handle the DOTA 2 soundsets.
The DOTA 2 soundsets are:
Axe - great for male barbarians who have ax fetishes Kunkka - pretty much made for male swashbucklers; lots of references to sea-related activities Dragon Knight - great for a male knight, or maybe some sort of magic warrior Lycan - made for a male warrior with lycanthropic abilites, so it's great for druid shapeshifters; included a few voice clips for when he's in werewolf form Mirana - a good female soundset with a few archer-type voice files; there's also some references to cats...I think she has some sort of cat mount in DOTA 2, though I'm not sure Clockwerk - this one is kind of tricky; to me, it sounds good for a male gnome character who tinkers with machines, but could also be used on a kind of warforged (metal, wood, or stone construct) character, specifically some sort of robot. If you need a good IWDEE portrait for that, try out my portrait pack, which includes robot portraits among other things: https://www.dropbox.com/s/500snxyr98cj4zg/IWDEE Portrait Pack 3-05-2016.7z?dl=0
The Star Wars: Republic Commando soundsets turned out pretty good. I can see them working well with a military themed party of four...these would be awesome if there was an Infinity Engine game set in the Star Wars or Fallout universes. I will say, though, that there's a chance many of the sound files will be replaced in a future update. The zip files I downloaded to make the SWRC soundsets had over 3000 sound files altogether, so it'll be a while before I go through all that to find the perfect sound clips for each individual soundset. Still, I think what I initially made turned out well.
Here's a link to a mod shell so that you can make your own soundset collections with subtitles
Hey there. I was looking to go ahead and make my own custom voice set from scratch and have been wanting to figure out how to do the subtitles portion of it. I remember trying to figure out the mod shell thing in the past but had a hard time with it. Is there a tutorial out there for doing that sort of thing or someone in this thread who could help me out with implementing subtitles into my voice set? Would be much appreciated.
@thelovebat
Subtitles are pretty easy to pull off once you know what you're doing. When you download an Awesome Soundsets volume, in the zip will be several folders. Inside the "SND" folder will be a file named "blank.tra". This is the default template for how subtitles for soundsets are set up. You can open up tra files in any sort of word processing application, like Microsoft Word. I personally use Notepad++, as that has a few features that will help you when composing tra files.
Each line in this tra file refers to the multiple character states each soundset must have. For example, the first line of the tra file looks like this:
@0 = ~[a] ~ [a] //Battle Cry 1
The "0" is the data string that will be called up in the game, the "a" is the call sign the Infinity Engine uses to reference a character state, and "Battle Cry 1" is a brief description of the character state that is being called. Your subtitle goes in between "[a] ~ [a]".
Let's say in this example, I'm making a soundset called "Bill", and I wanted to have a character say the words "Let the battle begin!" when getting into a fight. First, I would have a wav file called "Billa", as "Bill" is the name of the soundset and "a" is the call sign. This wav file needs to go into the "...SND\Bill\sounds" directory. Back inside the tra file, I type in "Bill" in the brackets right before the call sign "a". Then I type out the subtitle in between the tildes. When completing the entry, the first line would wind up looking like this:
@0 = ~[Billa] Let the battle begin!~ [Billa] //Battle Cry 1
As you can see, I typed in "Billa" inside the brackets so the game will know it needs to call up the file "Billa.wav" when fighting.
If you don't want to give a specific character state a subtitle, delete the two call signs in the tra file. Let's say I didn't want to make a subtitle for the "z" state, Critical Hit Given. Normally the line looks like this:
All I did was delete the two "[z]" call signs. Now, you can create a soundset where your game character won't shout out a phrase when landing a crit hit.
Once you're done modifying your tra file, save it. Name the tra file whatever your soundset will be called. Remember, in this example, the soundset you're making is named "Bill". Thus, the sub-folder in your SND folder will be called "Bill", and the tra file in that "Bill" sub-folder will be called "Bill.tra". The directory should look something like this:
Now, inside that "Bill" sub-folder, there will only be two things: a "sounds" folder that has the wav files of the soundset, and the "Bill.tra" file.
After you've filled out your tra file and have placed all your wav files in that "sounds" folder, you now have to edit your tp2 file. The tp2 file tells WeiDU where your files are kept during installation. To edit, open the tp2 file in a word app. You will see a lot of information, but go to the section near the bottom that starts off with the line "//Heres where you add your soundsets". In this section, copy/paste the block of code that directs WeiDU to your soundset, while adding in your specific soundset information.
In my soundset pack, I have dozens of soundsets, so I have dozens of entries. Here's what my tp2 entry for my Diablo 1 Monk looks like:
BEGIN ~D1Monk~
OUTER_SPRINT soundName ~D1Monk~
LAUNCH_ACTION_FUNCTION s9copy END
INCLUDE ~SwiftyMageeSoundsets/baf/core.tpa~
You see, the soundset is called "D1Monk", so I had to type in "D1Monk" at the "BEGIN ~~" line and the "OUTER_SPRINT soundName ~~" line. In the example we've been using, we would type in "Bill" for those two lines. I also had to change the "INCLUDE ~~" line as I called my pack something other than S9Soundsets. If you wish to have your soundset installation named something other than the default S9Soundsets, you will have to modify the "core.tpa" file inside the BAF folder.
I know I typed a metric ton of information, and this can be a little daunting at first, but trust me when I say it's not that hard when you get a grip on it all. Knock out a soundset or two, and you'll get the hang of it pretty quick. Here's a few tips when making your first one:
1. Remember to name all your files and folders the same thing. If a tra file has a different name than the folder it's in, or if the wav files are named differently, sound files may not get played or subtitles may not display in-game.
2. The character limit for naming soundsets should be no more than 7 characters. The eighth character can be reserved for the call sign. You can have less than eight characters, but anything more won't be registered properly by the game.
3. The sound files need to be in wav format. If you have mp3s or any other format, convert them by using a program like Audacity ( http://www.audacityteam.org/ ). I use it all the time for making soundsets, and it's free, which is great!
4. If your soundsets aren't showing subtitles, go over your tra file and make sure there aren't any typos. Make sure you filled out all the brackets properly.
5. If your soundsets aren't outputting any sounds in-game, make sure you added your soundset in your tp2 file.
6. If you're getting WeiDU installation errors, check tips 4 and 5. It probably has something to do with a typo in the tra or tp2 files.
Again, it can seem like a lot, but once you get the hang of it, you'll love the mod shell! I can't stress enough how awesome the Awesome Soundset mod is. Trust me, it's way better and less time-consuming than doing it the old way!
I've been working on a soundset and played a game with it to test it out. However, I could not get the sound "W" or "reaction to party member death" to work when someone died. I also happened to note that none of the stock soundsets have a "W" sound. Does this sound even work? Is it just me?
@Dukinson The "w" sounds work for me in my soundsets. I have a few troubleshooting questions for you. Have you double-checked your tra files to make sure they're written correctly? When a character dies, does the subtitle display but no sound clip is played? Does the subtitle display at all? Are any other tra entries not playing? Also, what game are you playing? I ask that question because I noticed that for the soundsets I make, sometimes character states will be switched around depending on the game.
For instance, in Baldur's Gate II EE, on my Dragon Age: Origins Alistair soundset I noticed that the "x" Rare Select 1 state would be used as an Action Acknowledgement sometimes. It also seems like out of all the Action Acknowledgements I made for the soundset, only about three will actually be brought up in-game. These weird occurrences only seem to happen in BG2EE; I haven't tested it in BG1EE yet, but I know in IWDEE the soundset works perfectly. I think it's all a game engine bug that may have actually been fixed in the 2.0 patch, if I read the 2.0 changes correctly, but I'm not 100% sure.
Run through the six tips I typed out in my last post to make sure that everything is written out and formatted correctly. Usually if a sound file isn't playing, the reason is either it wasn't installed properly or because of a typo in the tra file, it's not being called by the game.
Comments
Also, each guy would have to install their mods in the exact same order it it would give different results because it would be pointing to different string pointers on each machine, I would think that would be the most likely thing?
Current version is 1.7: https://www.dropbox.com/s/rhryzj8glcx8p1n/Swifty Magee's Soundsets 1.7.7z?dl=0
Also, if you want new portraits for your sounds, I recently created a crazy amount (over 4000 pics) of portraits from Google Image searches and uploaded that to my dropbox as well: https://www.dropbox.com/s/500snxyr98cj4zg/IWDEE Portrait Pack 3-05-2016.7z?dl=0
EDIT (March 5, 2016): Updated both the soundset and portrait packs mentioned above.
The packages that I've personally put together are on page 1
@LiamEsler
Comprehension via reading code really isn't my strong suit.
After putting all your sounds in subfolders of the SND folder (eg ..\SND\Nathyra and ..\SND\NWNF_1)
Then on the tp2 at the end just add them after each other. The only thing to watch out for there is you will have to change the path to the correct folder.
I combined your Nathyrra and NWNF1 and used the Nathyrra folder and this was the code at the bottom of the Setup-Nathyrra.tp2... (note the changed path on the bottom one..) It's really easy once you get the hang of it.
We wants it, we needs it..
Here's a temporary link
http://www23.zippyshare.com/v/DXK7XlV8/file.html
The usual place, Spellhold Studios, where all the rest of them are located is still giving me errors so I can't put it there. It's pretty frustrating. No matter what I do it gives me a no file selected error.
Anyway, enjoy...
Wonder if anyone can help me out - can I say this is superb mod and really adds more to an already fantastic game.
Thanks everyone.
Then in game, when you make a new character you should be able to pick one of the new voices.
Link: REMOVED. Check the post below for 1.5.
Link: REMOVED. Updated soundpack to version 1.6, which is listed in my next post.
If you're curious about Hellfire, as I don't think many have actually played it: https://en.wikipedia.org/wiki/Diablo:_Hellfire
Would you be able to make a soundset with this guy's voice?
Here you can find all his responses: http://dota2.gamepedia.com/Invoker_responses
Thanks for your time!
I put your requested Invoker soundset (with subtitles, of course) in another update to my mod, now at version 1.6a. Try it out and see if you like it. If it's not that great, tell me what's wrong and I may fix it up a bit. Of course, you can modify them yourself if you like. All I did was download the mp3 files and converted them into wav files using the free audio editor Audacity (http://audacityteam.org/)
Link: removed...newest version of the soundset pack will always be linked below in my latest post.
And thank you a lot for the soundset, it's perfect!
(the others are pretty cool too)
To have the new fixes applied, you'll have to uninstall my soundsets, replace your Invoker.tra file with the one in the zip, and install the soundsets again. Also, make sure to download 1.6a of the mod (https://www.dropbox.com/s/lmaf5182m6xks41/Swifty Magee's Soundsets v1.6a.zip?dl=0) or you might run into a weird subtitle issue with one of the voice clips.
If anyone has a problem with it or I made some mistakes with the set, let me know.
Link: https://www.dropbox.com/s/rhryzj8glcx8p1n/Swifty Magee's Soundsets 1.7.7z?dl=0
Juggernaut - good for a male kensai or some sort of tank character
Legion Commander - great for a female fighter or paladin
Drow Ranger - a female archer soundset...some Drow-specific references are included
Phantom Assassin - a female thief soundset perfect for the assassin kit
Omniknight - great male paladin or cleric soundset
Warlock - good for an evil sounding male necromancer; great for a wizard specializing in monster summons
Keeper of the Light - a male soundset for old clerics, although you could also use this for an old, forgetful wizard (thought of Merlin from Disney's Sword in the Stone when making this one)
Lina - this was a bit difficult to make for various character types; this soundset is virtually made for female wizards who love to burn things
Of course, you can use my soundsets for any type of character. I just think they would just fit these archetypes the best.
Link: https://www.dropbox.com/s/i6orcji8nu6dtm7/Swifty Magee's Soundsets 1.8.7z?dl=0
The DOTA 2 soundsets are:
Axe - great for male barbarians who have ax fetishes
Kunkka - pretty much made for male swashbucklers; lots of references to sea-related activities
Dragon Knight - great for a male knight, or maybe some sort of magic warrior
Lycan - made for a male warrior with lycanthropic abilites, so it's great for druid shapeshifters; included a few voice clips for when he's in werewolf form
Mirana - a good female soundset with a few archer-type voice files; there's also some references to cats...I think she has some sort of cat mount in DOTA 2, though I'm not sure
Clockwerk - this one is kind of tricky; to me, it sounds good for a male gnome character who tinkers with machines, but could also be used on a kind of warforged (metal, wood, or stone construct) character, specifically some sort of robot. If you need a good IWDEE portrait for that, try out my portrait pack, which includes robot portraits among other things: https://www.dropbox.com/s/500snxyr98cj4zg/IWDEE Portrait Pack 3-05-2016.7z?dl=0
The Star Wars: Republic Commando soundsets turned out pretty good. I can see them working well with a military themed party of four...these would be awesome if there was an Infinity Engine game set in the Star Wars or Fallout universes. I will say, though, that there's a chance many of the sound files will be replaced in a future update. The zip files I downloaded to make the SWRC soundsets had over 3000 sound files altogether, so it'll be a while before I go through all that to find the perfect sound clips for each individual soundset. Still, I think what I initially made turned out well.
Link: https://www.dropbox.com/s/rezd6tu11lso45j/Swifty Magee's Soundsets 1.9.7z?dl=0
Hey there. I was looking to go ahead and make my own custom voice set from scratch and have been wanting to figure out how to do the subtitles portion of it. I remember trying to figure out the mod shell thing in the past but had a hard time with it. Is there a tutorial out there for doing that sort of thing or someone in this thread who could help me out with implementing subtitles into my voice set? Would be much appreciated.
Please give them a try and if you have any questions, post here and I or someone else would be happy to help.
http://www.shsforums.net/files/file/1104-awesome-soundsets-vol-0-soundset-mod-shell/
I use notepad++ with weidu highlighters to edit my weidu files because it makes it easy to see what's a comment and things like that.
Weidu highlighters for notepad++ link:
http://www.shsforums.net/files/file/1048-weidu-highlighter-for-notepad/
Subtitles are pretty easy to pull off once you know what you're doing. When you download an Awesome Soundsets volume, in the zip will be several folders. Inside the "SND" folder will be a file named "blank.tra". This is the default template for how subtitles for soundsets are set up. You can open up tra files in any sort of word processing application, like Microsoft Word. I personally use Notepad++, as that has a few features that will help you when composing tra files.
Each line in this tra file refers to the multiple character states each soundset must have. For example, the first line of the tra file looks like this:
@0 = ~[a] ~ [a] //Battle Cry 1
The "0" is the data string that will be called up in the game, the "a" is the call sign the Infinity Engine uses to reference a character state, and "Battle Cry 1" is a brief description of the character state that is being called. Your subtitle goes in between "[a] ~ [a]".
Let's say in this example, I'm making a soundset called "Bill", and I wanted to have a character say the words "Let the battle begin!" when getting into a fight. First, I would have a wav file called "Billa", as "Bill" is the name of the soundset and "a" is the call sign. This wav file needs to go into the "...SND\Bill\sounds" directory. Back inside the tra file, I type in "Bill" in the brackets right before the call sign "a". Then I type out the subtitle in between the tildes. When completing the entry, the first line would wind up looking like this:
@0 = ~[Billa] Let the battle begin!~ [Billa] //Battle Cry 1
As you can see, I typed in "Billa" inside the brackets so the game will know it needs to call up the file "Billa.wav" when fighting.
If you don't want to give a specific character state a subtitle, delete the two call signs in the tra file. Let's say I didn't want to make a subtitle for the "z" state, Critical Hit Given. Normally the line looks like this:
@24 = ~[z] ~ [z] //Critical Hit Given
To leave out a subtitle, I would modify the line so it would look like this:
@24 = ~~ //Critical Hit Given
All I did was delete the two "[z]" call signs. Now, you can create a soundset where your game character won't shout out a phrase when landing a crit hit.
Once you're done modifying your tra file, save it. Name the tra file whatever your soundset will be called. Remember, in this example, the soundset you're making is named "Bill". Thus, the sub-folder in your SND folder will be called "Bill", and the tra file in that "Bill" sub-folder will be called "Bill.tra". The directory should look something like this:
"C:\...\Baldur's Gate Enhanced Edition\thelovebatsoundsets\SND\Bill"
Now, inside that "Bill" sub-folder, there will only be two things: a "sounds" folder that has the wav files of the soundset, and the "Bill.tra" file.
After you've filled out your tra file and have placed all your wav files in that "sounds" folder, you now have to edit your tp2 file. The tp2 file tells WeiDU where your files are kept during installation. To edit, open the tp2 file in a word app. You will see a lot of information, but go to the section near the bottom that starts off with the line "//Heres where you add your soundsets". In this section, copy/paste the block of code that directs WeiDU to your soundset, while adding in your specific soundset information.
In my soundset pack, I have dozens of soundsets, so I have dozens of entries. Here's what my tp2 entry for my Diablo 1 Monk looks like:
BEGIN ~D1Monk~
OUTER_SPRINT soundName ~D1Monk~
LAUNCH_ACTION_FUNCTION s9copy END
INCLUDE ~SwiftyMageeSoundsets/baf/core.tpa~
You see, the soundset is called "D1Monk", so I had to type in "D1Monk" at the "BEGIN ~~" line and the "OUTER_SPRINT soundName ~~" line. In the example we've been using, we would type in "Bill" for those two lines. I also had to change the "INCLUDE ~~" line as I called my pack something other than S9Soundsets. If you wish to have your soundset installation named something other than the default S9Soundsets, you will have to modify the "core.tpa" file inside the BAF folder.
I know I typed a metric ton of information, and this can be a little daunting at first, but trust me when I say it's not that hard when you get a grip on it all. Knock out a soundset or two, and you'll get the hang of it pretty quick. Here's a few tips when making your first one:
1. Remember to name all your files and folders the same thing. If a tra file has a different name than the folder it's in, or if the wav files are named differently, sound files may not get played or subtitles may not display in-game.
2. The character limit for naming soundsets should be no more than 7 characters. The eighth character can be reserved for the call sign. You can have less than eight characters, but anything more won't be registered properly by the game.
3. The sound files need to be in wav format. If you have mp3s or any other format, convert them by using a program like Audacity ( http://www.audacityteam.org/ ). I use it all the time for making soundsets, and it's free, which is great!
4. If your soundsets aren't showing subtitles, go over your tra file and make sure there aren't any typos. Make sure you filled out all the brackets properly.
5. If your soundsets aren't outputting any sounds in-game, make sure you added your soundset in your tp2 file.
6. If you're getting WeiDU installation errors, check tips 4 and 5. It probably has something to do with a typo in the tra or tp2 files.
Again, it can seem like a lot, but once you get the hang of it, you'll love the mod shell! I can't stress enough how awesome the Awesome Soundset mod is. Trust me, it's way better and less time-consuming than doing it the old way!
I've been working on a soundset and played a game with it to test it out. However, I could not get the sound "W" or "reaction to party member death" to work when someone died. I also happened to note that none of the stock soundsets have a "W" sound. Does this sound even work? Is it just me?
For instance, in Baldur's Gate II EE, on my Dragon Age: Origins Alistair soundset I noticed that the "x" Rare Select 1 state would be used as an Action Acknowledgement sometimes. It also seems like out of all the Action Acknowledgements I made for the soundset, only about three will actually be brought up in-game. These weird occurrences only seem to happen in BG2EE; I haven't tested it in BG1EE yet, but I know in IWDEE the soundset works perfectly. I think it's all a game engine bug that may have actually been fixed in the 2.0 patch, if I read the 2.0 changes correctly, but I'm not 100% sure.
Run through the six tips I typed out in my last post to make sure that everything is written out and formatted correctly. Usually if a sound file isn't playing, the reason is either it wasn't installed properly or because of a typo in the tra file, it's not being called by the game.