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Mod overwriting some soundsets?


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#1 Guest_Fennek_*

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Posted 09 March 2011 - 06:31 AM

Some people at Kerzenburg forum reported that the mod would overwrite Kivan's soundsets in Bg1 (if one uses BGT etc.). It doesn't lead to a ctd or something like that, but Kivan might start to talk another language in Bg1, depending on the language version of the game...

#2 Kulyok

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Posted 09 March 2011 - 06:42 AM

This mod uses a modding prefix. It means that it creates and patches a completely different creature, which doesn't have to do anything with BG1 Kivan files. BG2 Kivan looks like BG1 Kivan and talks like him, and for the players, it is Kivan, but technically, no, it doesn't overwrite anything. It cannot.

And, yes, I just re-checked again.

If your BG1 Kivan talks in a different language and you have BG1 NPC installed, try talking to him and telling him his voice is strange. This option is meant to fix your companion's soundset.

#3 Guest_Fennek_*

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Posted 10 March 2011 - 06:13 AM

Thanks for the answer. :) I haven't encountered the problem, but I'll tell the relevant people that this mod cannot be the reason of it.

#4 Miloch

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Posted 11 March 2011 - 11:53 AM

Actually, it doesn't use a modding prefix for Kivan's soundset - only for Deheriana's. So kivan01.ogg gets decoded to kivan01.wav, overwriting the existing BG1 soundclip.
Mod Contributions
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon

#5 Miloch

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Posted 14 March 2011 - 07:18 PM

Replace this block:
//Audio
ACTION_IF (~%WEIDU_OS%~ STRING_EQUAL_CASE ~win32~) THEN BEGIN
  AT_NOW				   ~kivan/ogg/audio-install.bat~
  AT_INTERACTIVE_UNINSTALL ~kivan/ogg/audio-uninstall.bat~
END ELSE BEGIN
  ACTION_IF (~%WEIDU_OS%~ STRING_EQUAL_CASE ~osx~) THEN BEGIN
	AT_NOW				   ~sh kivan/ogg/audio-install-osx.sh~
	AT_INTERACTIVE_UNINSTALL ~sh kivan/ogg/audio-uninstall-osx.sh~
  END ELSE BEGIN
	AT_NOW				   ~bash kivan/ogg/audio-install-lin.sh~
	AT_INTERACTIVE_UNINSTALL ~bash kivan/ogg/audio-uninstall-lin.sh~
  END
END
With this:
//Audio
ACTION_IF (~%WEIDU_OS%~ STRING_EQUAL_CASE ~win32~ = 1) BEGIN
  ACTION_BASH_FOR ~kivan/ogg~ ~^.+\.ogg$~ BEGIN
	ACTION_IF NOT FILE_EXISTS_IN_GAME ~%BASH_FOR_RES%.wav~ BEGIN
	  AT_NOW ~kivan\ogg\oggdec.exe -o override\%BASH_FOR_RES%.wav kivan\ogg\%BASH_FOR_RES%.ogg~
	END
  END
  AT_INTERACTIVE_UNINSTALL ~del override\kivan*.wav~
  AT_INTERACTIVE_UNINSTALL ~del override\p#deh*.wav~
  AT_INTERACTIVE_UNINSTALL ~del override\p#male*.wav~
END ELSE ACTION_IF (~%WEIDU_OS%~ STRING_EQUAL_CASE ~osx~ = 1) BEGIN
  AT_NOW ~shopt -s nocaseglob~
  ACTION_BASH_FOR ~kivan/ogg~ ~^.+\.ogg$~ BEGIN
	ACTION_IF NOT FILE_EXISTS_IN_GAME ~%BASH_FOR_RES%.wav~ BEGIN
	  AT_NOW ~kivan/ogg/sox kivan/ogg/%BASH_FOR_RES%.ogg override/%BASH_FOR_RES%.wav~
	END
  END
  AT_INTERACTIVE_UNINSTALL ~shopt -s nocaseglob~
  AT_INTERACTIVE_UNINSTALL ~rm -f override/kivan*.wav~
  AT_INTERACTIVE_UNINSTALL ~rm -f override/p#deh*.wav~
  AT_INTERACTIVE_UNINSTALL ~rm -f override/p#male*.wav~
END ELSE ACTION_IF (~%WEIDU_OS%~ STRING_EQUAL_CASE ~unix~ = 1) BEGIN
  AT_NOW ~shopt -s nocaseglob~
  ACTION_BASH_FOR ~kivan/ogg~ ~^.+\.ogg$~ BEGIN
	ACTION_IF NOT FILE_EXISTS_IN_GAME ~%BASH_FOR_RES%.wav~ BEGIN
	  AT_NOW ~oggdec -o override/%BASH_FOR_RES%.wav kivan/ogg/%BASH_FOR_RES%.ogg~
	END
  END
  AT_INTERACTIVE_UNINSTALL ~shopt -s nocaseglob~
  AT_INTERACTIVE_UNINSTALL ~rm -f override/kivan*.wav~
  AT_INTERACTIVE_UNINSTALL ~rm -f override/p#deh*.wav~
  AT_INTERACTIVE_UNINSTALL ~rm -f override/p#male*.wav~
END
This avoids overwriting sound clips if they're already present. It also makes the mod's .bat and .sh files unnecessary (and for that matter, deprecates the need for separate OS X and Linux versions, provided you include sox with the Win mod).

Do not execute this code with the (alpha?) version of oggdec packaged with the mod or your computer will crap itself when the code tries to send an -o option to oggdec. You'll need v1.0 or later. I recommend vorbis-tools-1.0.1-win32.zip from here. There are later versions but they're bigger files without adding any functionality we need (as far as I know). Converting the sounds to the game's natively compressed WAVC format would be the best solution in my opinion, but this works with the existing OGGs.
Mod Contributions
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon



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