Custom soundset strref
CyrusJV
Member Posts: 36
Okay i have the wavefiles set up, created a ssf file, and now editing the soundset.2da file.
But what do I have to fill in as the STRREF ?
When I duplicate the STRREF from an existing voiceset then I can use the new soundset in the toolset without problems, but in the actual game, the voice refers back to the voiceset from the STRREF i copied.
But what do I have to fill in as the STRREF ?
When I duplicate the STRREF from an existing voiceset then I can use the new soundset in the toolset without problems, but in the actual game, the voice refers back to the voiceset from the STRREF i copied.
Post edited by CyrusJV on
0
Comments
According to the Custom Content Guide, that should result in the label being used as the description instead,but I haven't tried it.
Short of making a custom talk table, maybe you could search the official dialog.tlk using tlkedit for a string which approximates to the description you want. After all, the string is only used in the toolset, not in game, so any arbitrary string might serve?
https://neverwintervault.org/project/nwn2/other/making-custom-voiceset
Then use text that is not already referenced for vanilla soundset. I used random texts from dialog.tlk to avoid using custom tlk and it worked without problem for me.