is there a possibility to change the voicelines without an additional exe. (aka not during the runtime), but in a classic manner with opening the existing files and change it there? To be more precise: When I want to mod the game, is it possible to open the game file(s) and change or add something (sound files for instance) ?? Answer would be nice, bro thx! ;-D
I hope one day it will be possible, but as far I know, the game is using WWise libraries for audio (incl. voice cues). It's closed source, and the reverse-engineering work would be required to make it work. On the official Owlcat Games Discord server in #mod-dev-technical there were some discussion about it too. I would be happy to make it work without the external player (the extra .exe file), and if you know it's possible let me know. Also, see the README file, Notes section (expand "Details"), where I describe what other things I tried to make it work without the external player.
Thanks for answering. I keep my hands off Pathinder Kingmaker then. I am currently working on The Witcher 1 Mods, where I have also big problems (3ds Max). I dont need more...
So it's been quite some time since @AgainPsychoX did voice modding; since then somebody suggested that it's possible to load external sound banks; meaning it'd be possible to use Wwise (the software that the devs use) directly to create a SoundBank and it would then be possible to directly integrate this soundbank into the game (via a Loader mod which is trivial).
Workflow would then look like this: Add Sound to Wwise Create Event Assign Sound to Event 1 Event = 1 Cue/Answer/Whatever that's supposed to be voiced
Then all those events are added to a Soundbank, the Soundbank will then be compiled and can be loaded during runtime with a loader. Normally it's necessary to make the game aware of the voice files, but if you have the name of an event match the id of the Cue/Answer/Whatever then there's a mod that will automatically do that.
It's still some work; but quite a bit smoother since you don't need external sound players or stuff.
I'm quite sure that a YouTube video demonstrating the result would go a long way of intruding people to try it out and maybe even create this for more characters.
No, I only included the already existing dialogues for Jeathal that were missing voice lines. I did not add any dialogue text, story, etc.; only the audio.
I was trying to do something similar to this once, it was Valerie, and I couldn't get a pure companion voice out of Kingmaker using any of the methods on the internet. May I ask how you got the voice files?
[Response from FAQ] I exported existing voice files for certain character, used them to train/fine-tune Text-To-Speech model. Then I made list of dialogues that have no voice lines defined and ran long generation process. For details go to the GitHub: https://github.com/AgainPsychoX/Kingmaker-MoreVoiceLines/tree/main/Other/VoiceCloningStuff .
If you need more details or if it's missing something, feel free ask here or the issues on the GitHub :)
oh thanks for the Reponse!,sorry my question wasn't detailed enough My biggest problem is converting audio files how to bnk flies to converting to any audio flies? (My Windows environment is Korean, so I don't know much about the programs or their requirements.) I can only reach to make them to Wav,or Wem flies but can't get the ogg flie I check the github now i'm a bit lost what to do..
small update I've successfully converted or opened the files, but all of them have a short sound is somethings i missing?
> I've successfully converted or opened the files, but all of them have a short sound is somethings i missing? What "short sound" are you referring to? Which files have you tried?
Some catalogues contain commands/interactions responses, like `\Voices\English\Companions\Jaethal\*` - which are indeed short. Some contain the longer texts used for camping, like `\Voices\English\Scenes\Banters\Jaethal`, and there also are some dedicated to specific scenes/quests like `\Voices\English\Scenes\Chapter_6`.
The files have no silence on beginning/ending, so they might sound a bit "weird" when played in some (like default Windows Media Player). You might use ffmpeg to add the silence yourself tho.
If you want help, you can contact me on Discord: @AgainPsychoX or via Github Issues: https://github.com/AgainPsychoX/Kingmaker-MoreVoiceLines/issues/new .
> This is incredible... Thanks! It's far from perfect, but it's first step I hope :)
> how does it work? The mod allows to configure & play custom audio from localized strings that game tries to play voice over for.
> is this an AI? For Jaethal (included in first release), yes. I exported existing voice files for certain character, used them to train/fine-tune Text-To-Speech model. Then I made list of dialogues that have no voice lines defined and ran long generation process. For details go to the GitHub: https://github.com/AgainPsychoX/Kingmaker-MoreVoiceLines/tree/main/Other/VoiceCloningStuff
> are you planning to do it for other characters and dialogue? Maybe in future, but the mod is open for contributions! I wrote down my struggles with AI voice generating (link above). I wish I could do it myself, but after 2 weeks of figuring stuff out I'm a bit burned out. Also, I'm working & studying so soon I will have less time. Also, I don't have good GPU, and renting them is costly - I spent like 20$ and lots of time on Jaethal alone.
17 comments
is there a possibility to change the voicelines without an additional exe. (aka not during the runtime), but in a classic manner with opening the existing files and change it there? To be more precise: When I want to mod the game, is it possible to open the game file(s) and change or add something (sound files for instance) ?? Answer would be nice, bro thx! ;-D
Workflow would then look like this:
Add Sound to Wwise
Create Event
Assign Sound to Event
1 Event = 1 Cue/Answer/Whatever that's supposed to be voiced
Then all those events are added to a Soundbank, the Soundbank will then be compiled and can be loaded during runtime with a loader.
Normally it's necessary to make the game aware of the voice files, but if you have the name of an event match the id of the Cue/Answer/Whatever then there's a mod that will automatically do that.
It's still some work; but quite a bit smoother since you don't need external sound players or stuff.
Thx for this post
You're a good one! ;-)
If you need more details or if it's missing something, feel free ask here or the issues on the GitHub :)
how to bnk flies to converting to any audio flies? (My Windows environment is Korean, so I don't know much about the programs or their requirements.) I can only reach to make them to Wav,or Wem flies but can't get the ogg flie I check the github now i'm a bit lost what to do..
small update
I've successfully converted or opened the files, but all of them have a short sound is somethings i missing?
What "short sound" are you referring to? Which files have you tried?
Some catalogues contain commands/interactions responses, like `\Voices\English\Companions\Jaethal\*` - which are indeed short. Some contain the longer texts used for camping, like `\Voices\English\Scenes\Banters\Jaethal`, and there also are some dedicated to specific scenes/quests like `\Voices\English\Scenes\Chapter_6`.
The files have no silence on beginning/ending, so they might sound a bit "weird" when played in some (like default Windows Media Player). You might use ffmpeg to add the silence yourself tho.
If you want help, you can contact me on Discord: @AgainPsychoX or via Github Issues: https://github.com/AgainPsychoX/Kingmaker-MoreVoiceLines/issues/new .
Thanks! It's far from perfect, but it's first step I hope :)
> how does it work?
The mod allows to configure & play custom audio from localized strings that game tries to play voice over for.
> is this an AI?
For Jaethal (included in first release), yes. I exported existing voice files for certain character, used them to train/fine-tune Text-To-Speech model. Then I made list of dialogues that have no voice lines defined and ran long generation process. For details go to the GitHub: https://github.com/AgainPsychoX/Kingmaker-MoreVoiceLines/tree/main/Other/VoiceCloningStuff
> are you planning to do it for other characters and dialogue?
Maybe in future, but the mod is open for contributions! I wrote down my struggles with AI voice generating (link above). I wish I could do it myself, but after 2 weeks of figuring stuff out I'm a bit burned out. Also, I'm working & studying so soon I will have less time. Also, I don't have good GPU, and renting them is costly - I spent like 20$ and lots of time on Jaethal alone.