Baldur's Gate 3
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  1. tepig327
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    Sticky
    So here's what I've been able to figure out regarding Point and Click audio:

    -For some reason they need to be over written through a different folder chain (\Data\Public\Shared\Assets\Sound\ according to this mod https://www.nexusmods.com/baldursgate3/mods/3626?tab=files)
    -Unfortunately this version of the files are 10 digit strings of only numbers with no discernible pattern I can figure out.

    However, looking in to the .bnk files (which I've learned are merged libraries of multiple .wem files?) I found one labeled Vocals and was able to convert it to .xml. I found a chunk of code containing the 10 number string of a Tav1 file I identified by listening to a few random .wems. The 10 digit string was listed as a "sourceID", above it in that same chunk was a 6 number string labeled ulPluginID. When I searched for more occurrences of that string, the few corresponding sourceIDs I looked at played as other Tav1 click lines.

    So if someone has any ideas on how to more efficiently pull those number strings from this file I would be SUPER grateful
    1. tepig327
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      Ok, update after some more digging and tinkering I found a bit more targeted approach.

      Following a slightly altered version of this tutorial: https://github.com/HumansDoNotWantImmortality/bg3-sids/wiki

      It requires alternating between two files:

      Extract Public/Shared/Assets/Sound/VOCALS.bnk and convert to xml

      Extract Shared\Public\Shared\Content\Assets\Sounds\Vocals\[PAK]_Vocals\merged.lsf


      The lsf file is broken into code chunks named after the category of click line (i.e BGClickReaction_ReptAction_PortraitClickDowned)

      For each of these chunks there is a line labeled SoundEventID, you'll want to copy the code listed as its value.

      Now you will move to the .xml file

      Search for the SoundEventID in the .xml, there will a single obj na="CAkEvent" section with that number listed as its ulID, then copy the corresponding ulActionID value.

      Searching for the ulActionID will identify a single obj na="CAkActionPlay" listing the value as its ulID, copy its corresponding idExt

      This is where it becomes a bit more complicated

      Searching for the idExt will find multiple (16 at least for what I've checked so far) obj na="CAkSwitchCntr" listing it as their DirectParentID. This seems to be the separation between origin characters/Tav voices as far I can tell, I need to do some more checks to figure out if there's any pattern in how their listed.

      From any of these you can scroll down a bit to find a obj na="Children" and copy the ulChildID
      
      (For categories that have variants for Combat and Stealth it looks like there will be a separate Child for each)

      Searching for this will bring up multiple obj na="CAkSound" with that number as their DirectParentID. The corresponding sourceID is the name of a .wem containing a voice line of the initial category spoken by the specific character assigned by CAKSwitchCntr (at least from what I've seen thus far, I'm not quite sure how this accounts for all of the Tav voice options)


      I recognize this is a lot, so hopefully I or someone else can figure out a way to automate some of this process
    2. tepig327
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      Small Update: Can confirm that the second directory and file names do successfully override PointandClick audio!
    3. fantagia
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      OH MY GOSH YOU ARE WONDERFUL

      Thank you so much for this!!! I'll check more into it and add it to the guide (with your credit!).
    4. tepig327
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      I'm super appreciative for your starting this as well! Also I don't know if you're familiar but the Bg3 dialogue parser (https://drive.google.com/drive/folders/1GR3CjFtM3u3-V5KrJkemTsAhx6VRUShy) might help people in tracking down audio files (sadly only seems to pull Tav 1 voice?)
    5. LeyunaLightwind
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      Any chance you'd be willing to do a video walkthrough? Trying to figure this out is a bit daunting just following the words. I'm a big visual learner.
    6. tepig327
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      I've never done a video walkthrough before, but I can give it a shot when I have time!
    7. strawberrybundles
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      Thank you for sharing this! This is all very new to me but I am determined to change the point and click voice for my character.
      Where can I find the file 

      Shared\Public\Shared\Content\Assets\Sounds\Vocals\[PAK]_Vocals\merged.lsf  

      so that I can extract it? I'm not finding it in the game folders

      Edit: Figured out that you get the file path from the Shared.pak file and extracting that. Now I'm trying to figure out the next part with the ulActionID 
    8. strawberrybundles
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      Agreed it would be awesome to get a video tutorial if at all possible. 
    9. CormFlake
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      I would LOVE this... 

      Even without it, how did you convert the bnk to XML? Would you consider uploading the converted file as a modder's resource?

      Trying to use wwiser for it and I just can't figure it out

    10. strawberrybundles
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      Also, I wanted to ask where are the .wem files located? The ones that correspond to the sourceID names? 
      Edit: I am going through the SharedSounds Sounds folder and it seems like it would be those .wem files in there.
    11. strawberrybundles
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      I was able to convert the bnk to XML using wwiser, first load the bnk file into it and then click the "Dump banks" button.
    12. CormFlake
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      Did you ever get the replacement done? I’ve identified the SourceIDs for the point and click audio but I’m not sure where to put the new recorded wems to overwrite them
    13. tealrabbit19
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      hey there, i made a video tutorial for tepig327's instructions along with a program my husband and i made for speeding up some of the process! i recommend watching on youtube as everything you need is linked in the description!
  2. tealrabbit19
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    I've listened to all the point & click lines outlined in the Vocals soundbank and sorted them into a google doc for people to use as reference! 
    1. fantagia
      fantagia
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      AMAZING WORK
  3. tealrabbit19
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    Small correction for your character codes pdf: Tav Voice 3 i v4df6dba085744704a9fba500da38e1e1
    what you have listed i believe is actually Voice 5
  4. helekin
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    This tutorial is amazing. I wanted to change footsteps sounds for a long time and after watching your video I started working on it. But.... there are tens of thousands of .wem files to listen to one by one till I figure out which are the ones I need to actually replace. Any hint on that? (Or am I just doomed?)
  5. MarvelousMochi
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    Hi, I was wondering if it's explained anywhere how to change the voices of the companions like Gale or Shadowheart? For example, making their voices sound like Raphael or Gortash, etc. I've started learning how to train my own ai voices and this seems interesting. Imagine changing Astarions appearance to Gortash and also being able to make him sound like Gortash too XD.
    1. fantagia
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      Hi! This is geared much more toward recording your own lines (or replacing any sfx/music) so unfortunately won’t be able to help you there
    2. MarvelousMochi
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      Aw. Okay. LoL I'll keep on lookin' anyway ^_^ so thanks for letting me know. I got some stuff I'm checking on.
    3. MarvelousMochi
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      Aw. Okay. LoL I'll keep on lookin' anyway ^_^ so thanks for letting me know.
  6. sun0fsaturn
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    Any chance you've found the lines for Dark Urge? Apparently, they use a separate tag from the standard voice lines for each preset.
    1. fantagia
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      EDIT: nexus posted my comment twice, sorry 🫡
    2. fantagia
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      As far as I *think*, dark urge lines are mixed in with the regular tav lines (based off me hearing some spooky sounding lines). I have yet to do a durge playthrough so I wasn’t able to recognise anything when listening through sadly!
    3. sun0fsaturn
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      This was my assumption as well, until someone commented on one of my voice mods asking if I plan to add Durge lines. I had no idea they were separate. I'm on a Durge playthrough myself so I guess I will find out soon enough if they truly are or not.
  7. MellieChels
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    Thank you so much for this! As someone who's made their own personal character voice sets for the first two BG games, I have been itching to do the same for this one, but because it's a much more complicated process, I didn't have the energy to fish out all of an individual Tav's voice lines file names. Your effort saves me from the most tedious part of the entire process which is figuring out which voice files to replace.

    YOU ROCK!!!!  
    1. fantagia
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      I hope you have tons of fun!!!
  8. sun0fsaturn
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    Navigating to X:\SteamLibrary\steamapps\common\Baldurs Gate 3\Data, I don't see a "Mods" folder. Do I have to create it and all the subsequent folders and then place the files inside? I tried creating a Gustav.pak with LSLib and replacing Gustav.pak under the Data folder, but that breaks my game. Am I doing something wrong here?

    Edit: Figured it out! I did have the create the folders. Thanks! :)
    1. fantagia
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      Glad you got it!!
  9. kazoobitez
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    This is so amazing and I will definitely be doing this for my tav!!! Only issue im having is that tav has soooooo many voice lines and some of them aren't even in the game. Just struggling trying to figure out what lines to replace. If you could share the google sheet that has all the lines you replaced that would be soso amazing !! <333
    1. fantagia
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      Hi! I've updated the mod files to include a (rough looking) .pdf of the lines I found for Voice #4.

      My personal way of recording lines has been listen to file, record voice, rename recording so I haven't (and won't be) transcribing any more, but I hope this is a good jumping off point!
  10. meebyte
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    For patch 6, they downgraded the voices to be wem vorbis
    1. fantagia
      fantagia
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      AH thank you for this!! I’ll put on a note.
  11. 420Seeker
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    Time to have "BIDEN BLAST" play every time I use Eldritch Blast