Hello! I decided to make a dive back into NWN1, and I wanted to try doing some modifications.
The first thing I wanted to try (so no mods were added before doing this) insert a custom soundset for my character. I wanted to use Jon Irenicus from Baldur’s Gate 2.
I feel like I’m very close, but I’ve just had no luck and gave up on it last night.
So far, I’ve been able to get the soundset to show during Character Creation, but clicking on it plays no sounds. When selecting it and starting the game, the sounds are still not present when doing any emotion or action.
Heres a step-by-step of what I did (I was following a guide for this. On top that, the sounds I’m using are .wave files from Jon Irenicus Soundset -- Neverwinter Nights 2 Vault )
Just in case this helps or not, my install of NWN1 is from GOG.com
First thing first, I have TLKEditor and SSFEdit.
First I extracted all .wave files to my Override folder and renamed them to match. Just to keep them short, they all start with “vs_fjoni”.
Next up, I created a copy of the soundset.2da file with “Jon” added to the bottom, after getting the STREFF number, of course.
Have you applied the critical rebuild patch for english, HotU, 1.69 yet? Essential for gogs version. GOG claim their NwN is fully patched, but it isn’t. It needs this patch. If any of the settings on that page are not what you need just change the dropdown boxes.
Once you’ve done that, download the custom content guide v3. It has a full chapter on voice sets.
Thank you If nobody knew what was wrong I was going to consider trying out what that comment said, I didn’t originally because, since that soundset is for NWN2, i figured the comment was for how to get it to work for NWN2, not 1. Thank you!
That’s much more difficult than what the other commenter suggested, however, so I will try it after his suggestion lol.
Has anyone ever encountered the issue that a custom soundset shows up and properly plays in the character creation screen, but doesn’t play at all in game? Sort of at a loss here, since the .wav conversion obviously went down well, otherwise they shouldn’t play at all, right?
I think I have had troubles like this sometime, but I don’t quite remember. Have you checked if the soundfiles play in the toolset if you create a new conversation and put one of the sounds in one of the nodes? At times the game can be picky about what kind of wav file it is (I know that sounds bonkers, but that’s how it is). When I’ve created sound files and edited them in Ocenaudio there are a lot of settings for a wav file, and I know that some doesn’t play ingame if you’re not careful.
So maybe import the sound files in Ocenaudio or Audacity (or whatever program you’re using) and re-save them, perhaps try different settings. You could also check the sef file for the soundset with the SSF Editor and see if it’s anything there that would give you a clue as to why you don’t hear sound ingame.
Nowadays when creating new soundsets (I’ve done that quite recently in fact) I’ve had no issues at all.
Yes, they play in the toolset just fine. The toolset did give me a warning about them being stereo files, but converting them to mono with Audacity didn’t help either. In fact, oddly enough, converting them to mono makes them not even play in character creation any longer.
Figured it out - converting the files to mono was correct after all, with the caveat that apparently mono .wav files have to be 16-bit to be played by the game. Why they played fine as 32-bit stereo before in the toolset and character creation baffles me.
You had 32 bit stereo files? That’s really unusual. Still, when I record music with my DAW the standard is to use 24 bit even though some sound cards can use 32 bit nowadays too.
I do believe (but I’m not at all certain) that the game can use lower bit rates like 8 bit for sound too, but noone uses that anymore.