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[MOD] Voices Voices Extravaganza - AI dialog voiceovers

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  • MoonySolariMoonySolari Member Posts: 28
    Thels wrote: »
    When talking to Teven to infiltrate the camp, the Bandit that they talk to in the Bandit Camp before Tazok joins the conversation is entirely mute. He has proper voicelines when talking to Raiken to infiltrate the camp.

    He uses BandCR.dlg when you talked to Raiken to infiltrate the camp, and BandCT when you talked to Teven to infiltrate the camp.

    Thanks, I'll take a look.
  • DraikenWeAreDraikenWeAre Member Posts: 212
    edited April 14
    @MoonySolari I want to make a suggestion I thought of for the whole continuous audio when ending dialog.

    Two Ideas actually.

    Mind you the issue isn't due to your mod specifically as in the base game, if you skip voiced segments fast enough, the same thing happens, just that with your mod it becomes more evident just due to increased audio.

    My first Idea is that just have like a 2 second empty audio .wav , that will play everytime "End Dialog" is Pressed, that way it will just supercede any dialog that previously played but won't be persistent or distracting.

    Second Idea isn't as thorough in my head or as seamless but you could look into the Proceed button (forgot the actual text on it) that appears on the text screens during chapter intros , since even if the audio is playing if you press the butto to skip to the game, the audio instantly ends.
    Post edited by DraikenWeAre on
  • HeavylineHeavyline Member Posts: 109
    I love this mod! <3 Normally Iam not a huge fan of AI, but with this? A game that is nearly 30 years old and most of it is reading, hearing character's voices is such a breath of fresh air, especially for someone who has played this game almost once a year since 2002. Some voices don't sound right, Withrop for example sounded way too calm, I always imagined him to be loud and friendly like his "My hotel is clean as elven arse" sound, even if it's very basic Bartender/Innkeeper sound.

    But most recruitable NPCs sound fantastic. I was smiling with joy hearing Xzar alot more!

    Couple of things I'd like to report though.

    SIlke is missing her voice after Feldepost "thugs" appear. She sounds great, but then loses her voice entirely.

    The Ogrillons at Gnoll Stronhold demanding payment at the bridge had hilarious voice change. It reminded me myself playing D&D as a DM and getting NPC voices mixed up by accident. It sounds like as if their Intelligence score increased from 7 to 16 all the sudden and decided to be more dipolomatic.

    "YOU PAY 200 OR LOOOSE HEAD! Alright maybe 200 gold sounds abit too much... How about 100 gold instead?"

    At any case. Keep up the good work! I was already in middle of BG-classic playthrough, but this mod made me go for a restart. It feels like it's first time playing this game since I remember in 2002 I was talking to every single NPC just to see what they have to say... Now Iam playing to every single NPC just to hear what they sound like. Iam so excited to play Baldur's Gate 2, my all time favorite video game with this mod. Hopefully Icewind Dale gets same treatment, even though it's more combat heavy. But Planescape: Torment would be AMAZING with this!
  • MoonySolariMoonySolari Member Posts: 28
    @MoonySolari I want to make a suggestion I thought of for the whole continuous audio when ending dialog.

    Two Ideas actually.

    Mind you the issue isn't due to your mod specifically as in the base game, if you skip voiced segments fast enough, the same thing happens, just that with your mod it becomes more evident just due to increased audio.

    My first Idea is that just have like a 2 second empty audio .wav , that will play everytime "End Dialog" is Pressed, that way it will just supercede any dialog that previously played but won't be persistent or distracting.

    Second Idea isn't as thorough in my head or as seamless but you could look into the Proceed button (forgot the actual text on it) that appears on the text screens during chapter intros , since even if the audio is playing if you press the butto to skip to the game, the audio instantly ends.

    From a modding perspective I don't think either of those buttons have a callback, meaning there is no function I can inject to execute upon them being clicked. Correct me if I am wrong because I might not know Weidu coding and infinity engine modding well enough.
  • MoonySolariMoonySolari Member Posts: 28
    Heavyline wrote: »
    I love this mod! <3 Normally Iam not a huge fan of AI, but with this? A game that is nearly 30 years old and most of it is reading, hearing character's voices is such a breath of fresh air, especially for someone who has played this game almost once a year since 2002. Some voices don't sound right, Withrop for example sounded way too calm, I always imagined him to be loud and friendly like his "My hotel is clean as elven arse" sound, even if it's very basic Bartender/Innkeeper sound.

    But most recruitable NPCs sound fantastic. I was smiling with joy hearing Xzar alot more!

    Couple of things I'd like to report though.

    SIlke is missing her voice after Feldepost "thugs" appear. She sounds great, but then loses her voice entirely.

    The Ogrillons at Gnoll Stronhold demanding payment at the bridge had hilarious voice change. It reminded me myself playing D&D as a DM and getting NPC voices mixed up by accident. It sounds like as if their Intelligence score increased from 7 to 16 all the sudden and decided to be more dipolomatic.

    "YOU PAY 200 OR LOOOSE HEAD! Alright maybe 200 gold sounds abit too much... How about 100 gold instead?"

    At any case. Keep up the good work! I was already in middle of BG-classic playthrough, but this mod made me go for a restart. It feels like it's first time playing this game since I remember in 2002 I was talking to every single NPC just to see what they have to say... Now Iam playing to every single NPC just to hear what they sound like. Iam so excited to play Baldur's Gate 2, my all time favorite video game with this mod. Hopefully Icewind Dale gets same treatment, even though it's more combat heavy. But Planescape: Torment would be AMAZING with this!

    Thanks for reporting these problems. I'll look into them more once I get round to working more on it. Current focus is on the BG2 portion of this mod. The issue with the Ogrillons is that the first part of the audio (up until "loose heads") comes from the original game, and the latter part is generated. It's a bit hard to piece them together smoothly. In the future I might try to solely use generated audio for that one.
  • MoonySolariMoonySolari Member Posts: 28
    The SOD portion of this mod is out! Check it out at [MOD] Voices Voices Extravaganza: SOD - AI dialog voiceovers
  • jasteyjastey Member Posts: 2,839
    Using AI voice is a mixed bag for me, especially if it's imitating existent voices. Beside the problem with (unvoiced) mod lines standing out even more, I got used to only first lines being voiced in BG and don't need more voicing. I still think the work that goes into this is impressive.

    That said, to get rid of the generic "hail" lines and others, like generic greeting if talked to again, they could be muted by overwriting the cre's voice set lines of the according character. Example code to erase generic voiced voice set lines for Winthrop and his doppelgangers (except for the hurt and dying sounds):
    COPY_EXISTING ~innke.cre~ ~override~
    ~winthr2.cre~ ~override~
    ~winthr3.cre~ ~override~
    SAY INITIAL_MEETING ~~
    SAY SELECT_COMMON1 ~~
    SAY SELECT_ACTION4 ~~   
    SAY SELECT_ACTION5 ~~  
    SAY SELECT_ACTION6 ~~
    
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