FUZ voice files play in editor, not in game

Post » Mon Mar 17, 2014 11:37 am

Hey, everyone!

I have a lot of dialog in my mod, and am converting my WAV voice files to FUZ to trim down the size. I have successfully converted the files for one of my NPCs using Unfuzzer, and I know the conversion worked because they play perfectly in Creation Kit. Unfortunately, only a select number of them play in game. Which ones these are seems random at first, but multiple conversions result in the same lines playing in game while the others remain silent.

I have tried regenerating my SEQ file through launch commands and TESV edit to no effect, the folder structure and file names are exactly the same. I have Googled to and fro but found no solutions and no one with the same issue.

Has anyone else had a similar problem? I'd really prefer my mod to not be 300mb in size, so any help would be greatly appreciated. Thanks!

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sophie
 
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Post » Mon Mar 17, 2014 6:28 pm

When you play them in the CK, are the loose wave files still in place in the directory? If so then the CK is likely just playing them and not the FUZ as they take priority in previews. Also, in my experience the CK doesn't even like to play FUZ files unless they're in a BSA. (This is not a fact; just my experience)

What are your wave files formatted as? They should be 44100hz, 16-bit mono channel. Anything else and you can have undesired results and certainly lots of weirdness.

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lucile
 
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Post » Mon Mar 17, 2014 3:49 pm

Thanks for the reply. It's a strange problem so I really appreciate the help.

The WAV files are deleted, and I removed an old BSA that was hanging around in the directory. The only place that the sound could be coming from is the FUZ file. Don't know why CK is playing nice and playing the files, but I'm grateful because it means the FUZs are working. The sound files are also all 44100-hz 16-bit mono as well. I've found that it doesn't even generate LIP files well if they are not.

I am going to try packing the files into a BSA and see what that does, though if that helps I will be very surprised.

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Invasion's
 
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Post » Mon Mar 17, 2014 5:34 am

I strongly recommend not deleting the wave files. Otherwise you have to unpack and fuss with the FUZ files in order to edit them (Master audio, etc.) and it's a huge hassel. Keep the wave around at all times, then when you pack or distribute your mod only include the FUZ files.

So to clarify:

1. You have 44100hz, 16-bit mono channel wave files ready to go.

2. You generate LIP files for them.

3. You convert the wave to XWM audio format.

4. You pack the XWM and LIP files into the FUZ container file?

Then that plays in the CK but not in game? It's a fairly direct process so I'd guess that someone along the way is just getting a bit weird.

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John Moore
 
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Post » Mon Mar 17, 2014 7:09 pm

EDIT: I meant the WAV files in the directory. I have at least 4 backups of them in various forms. And yeah, I followed all those steps (although Unfuzzer combines the last two into one)

But somehow, putting it in the BSA actually worked.

I...I have no words.

Thanks for your help, though. Was kind of panicking a little and just getting a little aid is good for the nerves, haha.

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Vicky Keeler
 
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Post » Mon Mar 17, 2014 5:00 pm

I wanna say others have reported this as well, no clue why though. Mine have always worked in both forms, BSA or not. It's not ideal but just remember to repack the BSA if you make changes to dialogue. :)

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OnlyDumazzapplyhere
 
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