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Stanlej95

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Everything posted by Stanlej95

  1. Hello, I'm relatively new to modding Kotor II and playing around in Holcron Toolset. I managed to clone module 101 (Peragus Administration Level) and named it "PA1". I created a miner npc using one of the existing npcs as a template. I gave the npc ResRef of "per_mnr01" with a tag of "mnr01. Added armor and a weapon, changed appearance and managed to implement a simple patrol script using custom waypoints. I created a mnr01.dlg file, put it in my .mod and wrote a simple conversation with just one entry and one reply. The game succesfuly load my module, my npc, scripts and dialogue. The problem starts with adding a voieover file to npc's entry. I generated a line using ElevenLabs and dragged it in Audacity, then exported it as a wav with 22050 Hz, 128 kb/s and mono. Put the file through SithCodec using encode_vo.bat and put the file in "streamvoice/pa1/mnr01/pa1mnr01001.wav. Holocron loaded up mi file from streamvoice folder, and I can play preview in its dlg editor, I choose my file from voice input, ignoring the sound input and checkmark labeled exists is left unchecked. I changed my module.ifo to have VO_ID of "PA1" instead of orginal "101", the speaker tag is "mnr01". The ingame dialogue plays without sound. I tried switching to another vo e.g. Attons line from different module from Holocron dialog editor, and it plays just fine. I copied Atton's line from different module and renamed it to "pa1mnr01002" and placed it in my "streamvoice/pa1/mnr01/" folder (same file that before worked fine) and again - it shows in Holocron fine. What's weird that Atton;s line that worked when selected from different module is not working after renaming and copying to my folder so I assume file formatting is not the case. I also tested putting the soundfiles to Override and original "101" streamvoice folder. I don't know if this is important but my dialogue won't open unless type of conversation is set from "Human" to "Type 3". Also animations and expressions don't seem to work either. What could be the case, I feel like I'm checking things in circle and still missing something crucial. I even added strRef to dialog.tlk and setup a ResRef to a soundfile there, and nothing happened still.
  2. Hello, I'm relatively new to modding Kotor II and playing around in Holcron Toolset. I managed to clone module 101 (Peragus Administration Level) and named it "PA1". I created a miner npc using one of the existing npcs as a template. I gave the npc ResRef of "per_mnr01" with a tag of "mnr01. Added armor and a weapon, changed appearance and managed to implement a simple patrol script using custom waypoints. I created a mnr01.dlg file, put it in my .mod and wrote a simple conversation with just one entry and one reply. The game succesfuly load my module, my npc, scripts and dialogue. The problem starts with adding a voieover file to npc's entry. I generated a line using ElevenLabs and dragged it in Audacity, then exported it as a wav with 22050 Hz, 128 kb/s and mono. Put the file through SithCodec using encode_vo.bat and put the file in "streamvoice/pa1/mnr01/pa1mnr01001.wav. Holocron loaded up mi file from streamvoice folder, and I can play preview in its dlg editor, I choose my file from voice input, ignoring the sound input and checkmark labeled exists is left unchecked. I changed my module.ifo to have VO_ID of "PA1" instead of orginal "101", the speaker tag is "mnr01". The ingame dialogue plays without sound. I tried switching to another vo e.g. Attons line from different module from Holocron dialog editor, and it plays just fine. I copied Atton's line from different module and renamed it to "pa1mnr01002" and placed it in my "streamvoice/pa1/mnr01/" folder (same file that before worked fine) and again - it shows in Holocron fine. What's weird that Atton;s line that worked when selected from different module is not working after renaming and copying to my folder so I assume file formatting is not the case. I also tested putting the soundfiles to Override and original "101" streamvoice folder. I don't know if this is important but my dialogue won't open unless type of conversation is set from "Human" to "Type 3". Also animations and expressions don't seem to work either. What could be the case, I feel like I'm checking things in circle and still missing something crucial. I even added strRef to dialog.tlk and setup a ResRef to a soundfile there, and nothing happened still.
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