Hi, the description is very sparse (and the comments only add to uncertainty), and it's always dangerous to just pop mods in, so I have to ask. Does this mod silence:
1. the moans when walking into a fog cloud/darkness (blindness), or shapeshifting as a druid, and other stuns? 2. the non-cutscene story voice lines, like when your guy comments on something in the environment? (something just woke up down here being in the preview, I assume so). (i'd keep these if I could, the important part really) 3. the climbing grunts
The moan is driving me f*#@ing crazy, lol. The shape shifting at least makes sense, but the fog cloud??? Everyone else sounds mildly predisposed, meanwhile my survival druid moans like he's getting his soul sucked out (that way). It's enough to commit the horrible act of making a mod request!
There's a slight misname on the file/mod names. The one for voice 4 actually silences voice 6 and the one labeled for voice 6 actually silences voice 4.
Hey there! I have the point and click frequency set to never and I'm using voice 8 (silenced with the mod). Is it normal for the protagonist combat barks/lines to still be voiced and if so, can it be disabled somehow? (not the shouting and grunts but the "Keep going" lines etc.)
Thank you SO MUCH for your work here. Immersion 10/10!! <3
hey can you please tell me what this mod does? I can't get a definitive detail. If they still say "keep going" what don't they say? just the random reaction noises? Does it mute the story voice lines, like when you find something in the world and your character comments on it?
Hi! This mod does not mute the combat sounds (shouts etc.), but it does mute the voicelines when you click on world objects. I was wrong in that the actual lines (not the sounds) do get muted during combat.
I got a false hope from this mod, I hoped that this mod had contained empty files that replace the tav voice files, so I could have found the file names, that would have helped me find the tav voice files from almost fkin 100k voice files!!!, but nope, its just some .lsf file, any idea how I could find the tav 2 voice files, so I could change the pitch. Its really difficult to find and identify the voice files, I already converted them all to wav.
I am just a small step in front of you, but stuck in the next one. If you see the filenames, you will see most of them follow a structure "prefix_suffix.wem". Well, the prefix seems to be the character (playable or non playable), and the suffix seems to be the line identifier (for when a line is said by more than one character).
If you group them by suffix, you will see many groups of 8 voice lines (and there are 8 selectable voices). E.g: ABCD_WXYZ EFGH_WXYZ IJKL_WXYZ
...where WXYZ is the ID for a specific line like "something moved over there", and ABCD is the ID for one of the playable character voices, EFGH is for another one... etc.
Then, if you go group by one of those prefixes, you will (presumably) find all the voice lines of a specific playable character voice (groups of approximately 4200 files). Now, I have chosen which voice I like most, and taken all files with that prefix. I have applied some changes on them calling audacity via a Python script, and now I just need to convert the .wav back into .wem, which I don't know how to do...
Having said that, there's the possibility that there is some specific line that does not follow this naming convention, and is called by one of the main voices... but I can't tell until I play it.
There are hundreds of files for each voiceline - doubt anyone is just going to send them. You could extract them yourself using the extraction tool (https://github.com/Norbyte/lslib/releases, https://github.com/ShinyHobo/BG3-Modders-Multitool). Then use foobar2000 + vgm module to preview/export the audio (they are stored in a "wem" container that most audio players cannot handle). Repacking them into a mod uses the same tools but will take some time if you are not familar: https://bg3.wiki/wiki/Guide:Creating_Mods#Folder_Structure
Is it possible to replace the main character's voice with a different option from character creation rather than a silent file? I picked a female voice I really don't like and would like to change to one of the other female options. Cheers.
That's great, but is it possible to actually change the voices themselves? There are a lot of voiced lines by the main character, but maybe using an AI to alter the voice files into sounding differently could work?
It really amazes me how Larian dropped the ball on this, protagonist voice sets were always a major element of character customisation in Baldur's Gate games, and BG3 only gives us like three voice sets per gender, all voiced by the same person and practically indistinguishable from one another. A Dragonborn Barbarian sounding the same as a Gnome Wizard is ridiculous.
> maybe using an AI to alter the voice files into sounding differently could work?
It should be possible. It was my initial idea and I've spent a few evenings trying to make it work. I know how to extract the audio, how to convert it, I even automated the AI processing.
However, I ran into some issues:
1. Speech-to-speech: The original recordings have a lot of differences in how they sound – sometimes very quiet, other times very loud, and with various pitch changes in between. Because of this, the AI model doesn't work well, and the results aren't good. Sometimes the words get mixed up, and it sounds like your orc is having a massive stroke. Could be a fun RP idea, I suppose, but fixing this would take a lot of time since there are over 4300 lines.
2. Text-to-speech: Another approach is to use text instead of the original audio. Maybe it's possible to get the subtitles from the game's localization data. However, this method would require a lot of manual work to get good results or better AI models.
3. Modding difficulties: So far, all my attempts to replace the actual audio files with a mod, failed. I'm not sure what I'm doing wrong - it SHOULD work but it doesn't.
I'm not giving up on this idea just yet, but it'll certainly take some time.
Hey there, voice actor here. If you get audio replacement working, I'd be happy to volunteer to help out and record the lines rather than relying on AI voices. Posted some samples of what I was thinking here: https://twitter.com/RyanStewartVO/status/1689036432520642561
Have you made any progress on this? I'd like to make a simple tool that hooks into ElevenLabs API for voice generation (and maybe transcription of the original audio for easy prompt editing), but I'm having a hard time isolating the player's subtitles or dialogue to even start working on it.
I've been trying my hand at replacing audio files myself. I was going to get some voice over and replace lines too, but from what I can tell all the names have to be perfectly the same and line up, and I'm having trouble getting each package to be the same. How did you get the game to recognize the empty audio as an acceptable substitute? I can't seem to get any audio to be overwritten, which as you said, is strange.
Hi! Did you find a way to place the modified voice files back in to be used by the game? For the moment with a simple modification applied on the audio files would be fine, but I just want to know if when I get them modified there is a clear way to put them back into the game. Thanks!
53 comments
1. the moans when walking into a fog cloud/darkness (blindness), or shapeshifting as a druid, and other stuns?
2. the non-cutscene story voice lines, like when your guy comments on something in the environment? (something just woke up down here being in the preview, I assume so). (i'd keep these if I could, the important part really)
3. the climbing grunts
The moan is driving me f*#@ing crazy, lol. The shape shifting at least makes sense, but the fog cloud??? Everyone else sounds mildly predisposed, meanwhile my survival druid moans like he's getting his soul sucked out (that way). It's enough to commit the horrible act of making a mod request!
Thank you SO MUCH for your work here. Immersion 10/10!! <3
If you group them by suffix, you will see many groups of 8 voice lines (and there are 8 selectable voices). E.g:
ABCD_WXYZ
EFGH_WXYZ
IJKL_WXYZ
...where WXYZ is the ID for a specific line like "something moved over there", and ABCD is the ID for one of the playable character voices, EFGH is for another one... etc.
Then, if you go group by one of those prefixes, you will (presumably) find all the voice lines of a specific playable character voice (groups of approximately 4200 files). Now, I have chosen which voice I like most, and taken all files with that prefix. I have applied some changes on them calling audacity via a Python script, and now I just need to convert the .wav back into .wem, which I don't know how to do...
Having said that, there's the possibility that there is some specific line that does not follow this naming convention, and is called by one of the main voices... but I can't tell until I play it.
Any help with the .wav to .wem step?
Good luck
It really amazes me how Larian dropped the ball on this, protagonist voice sets were always a major element of character customisation in Baldur's Gate games, and BG3 only gives us like three voice sets per gender, all voiced by the same person and practically indistinguishable from one another. A Dragonborn Barbarian sounding the same as a Gnome Wizard is ridiculous.
It should be possible. It was my initial idea and I've spent a few evenings trying to make it work. I know how to extract the audio, how to convert it, I even automated the AI processing.
However, I ran into some issues:
1. Speech-to-speech: The original recordings have a lot of differences in how they sound – sometimes very quiet, other times very loud, and with various pitch changes in between. Because of this, the AI model doesn't work well, and the results aren't good. Sometimes the words get mixed up, and it sounds like your orc is having a massive stroke. Could be a fun RP idea, I suppose, but fixing this would take a lot of time since there are over 4300 lines.
2. Text-to-speech: Another approach is to use text instead of the original audio. Maybe it's possible to get the subtitles from the game's localization data. However, this method would require a lot of manual work to get good results or better AI models.
3. Modding difficulties: So far, all my attempts to replace the actual audio files with a mod, failed. I'm not sure what I'm doing wrong - it SHOULD work but it doesn't.
I'm not giving up on this idea just yet, but it'll certainly take some time.
https://twitter.com/RyanStewartVO/status/1689036432520642561
edit: got it working(sort of) with BG3ModManager. However, starting a new game is bugged and not possible. Mod works on existing characters though