[GUIDE] Creating custom exosuit voices

No Man’s Sky Mods Forums Tutorials [GUIDE] Creating custom exosuit voices

This topic contains 14 replies, has 7 voices, and was last updated by  TheOCDninja 2 years, 4 months ago.

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  • #164385
    Locutusan
    Locutusan
    Participant

    Introduction

    We’re going to learn to make custom voices for No Man’s Sky using text-to-speech. Some post-processing effects will be added and everything will be imported back into the game. It’s gonna be a bit of work, be patient! I can’t dumb it down more, sorry. I’ve added a zip containing this tutorial in pdf and some files you’ll need.

     

    Preparation

    Download and install:

     

    Part 1: Creating the audio

    – Create a new folder structure like: C:\[ProjectName]\wav

    – Open Balabolka.

    – Open NMS wem-voices.xlsx

    It’s a list of the exosuit files with .wem number and description, 134 for english.

    – Copy the cells under transcription as seen below and paste them in Balabolka

    (last cell left empty intentionally).

    – Choose a voice, press play. Change the text to whatever you like.

    (Ignore ‘split’, it won’t be saved.)

    – When you’re satisfied go to File-> Split and convert to audio files.

    – Use these settings:

    You now have 134 files named VO_xxx.wav

     

    Part 2: Post-processing in Adobe Audition

    We’re going to add a robotic effect, to keeping immersion intact, and match the loudness with the stock files.

    If you dont need this, skip to part 3.

    (I’d still recommend using Normalize though).

    – Copy and overwrite favorites.xml from my zip file into

    C:\Users\[username]\AppData\Roaming\Adobe\Audition\8.0

    – Open AE.

    – Drag files into the Batch Process window.

    – At Batch Process, select Favorite: No Man’s Sky Exosuit.

    – Press Run.

    If you wanna edit the effect:

    -Under Favorite Name select No Man’s Sky Exosuit

    -Then under Action Name, right-click on the effect.

    – Next, drag files from the top left window into the Match Volume tab.

    Use these settings: Loudness: -8,00, Use Limiting, Export

    That’s about the same as the stock voice files. You can check this by dragging the .ogg from my zip into Match Volume. If you like you can always lower it a bit more.

    Use the following export settings:

    – Press Run. You’re done editing.

     

    Part 3: Converting .wav audio to .wem

    – Launch Wwise.

    – Choose new project, name it, then press ok. Press close on license manager popup.

    – Press shift-k. Project settings will open.

    – Go to Source Settings. Change default conversion settings to:

    Vorbis auto Detect High. Press ok twice and close.

    – Go to Project –> Import Audio File. Drag and drop your files into the window.

    Press import.

    – Go to Project-> Convert All Audio Files

    – Press ok. Your files will be converted.

    – Your converted files are located in:

    C:\Users\[Username]\Documents\WwiseProjects\[projectname]\.cache\Windows\SFX

     

    Part 4: Renaming

    We’re going to rename the files to their correct .wem code.

    AntRenamer automates this.

    – Launch AntRenamer.

    – Drag audio files into the window (Don’t select Wwise.dat).

    – In NMS wem-voices.xlsx select and copy the .wem numbers.

    – Go back to AntRenamer–>Actions –>Take names from list.

    Paste into the blank window.

    – Check Append original extension of the file

    – Press Go. Done!

     

    Part 5: Repacking

    – Start FreeCommander.

    – Make a new folderstructure like this: c:\AUDIO\ENGLISH(US).

    – Put your audio files in ENGLISH(US).

    – In FreeCommander select AUDIO, then click the pack icon.

    – Choose Archive format psarc:pak, click run.

    – Copy pak file to C:\No Man’s Sky\GAMEDATA\PCBANKS

    – Done!

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  • #164440
    Locutusan
    Locutusan
    Participant

    If you wanna use foreign voices to speak english you have to be creative:

    • “Raydiationn protectiunn. Staybilaaizing.”
    • “Kreeticol damege taykeun.”
    • “Communcing atlas systems suutt initialaaisaytiunn.”
    • “Maltitul & maaining laysur attachmundt. Opuhraytional.”

    I fed this into Balabolka for my french voice mod. 😀

     

  • #164573

    bobsyouruncle88
    Participant

    Hi Locutusan, thanks for creating this tutorial. I followed your instructions which were included in the pdf the only difference being that I used audacity instead of adobe audition. I’ve had trouble getting the sounds to actually work though the exosuits voices are muted, and will only work again once I replaced them with either the default .wem or the .wem from your french exosuit mod. 

    My steps:

    skipped the TTS thing and just recorded my own stuff.

    exported all audio from audacity as 16bit PCM .wav files with 22050hz as the rate.

    launched Wwise and set the project default conversion settings to Vog Orbis High

    used Wwise and converted all audio files to .wem

    renamed my .wem to the correct file names

    created a mod .pak with Freecommander

    finally I placed my mod in PCBANKS and once in game all the exosuit voices are muted 🙁

     

  • #164825
    Locutusan
    Locutusan
    Participant

    Hi.

    Could you post one of your wav files so I can check it?

     

  • #164826
    Locutusan
    Locutusan
    Participant

    Are the files mono?

    • #165161

      edson
      Participant

      Are the files mono?

      Hey man, i tried to make some custom sounds to my ship, did everything but the mod don’t work, whats the audio attributes that it need to have? 16bit mono, what more?

      • #165230
        slamhammer
        slamhammer
        Participant

        Right in the screenshots above it shows the files are 22Khz not 16khz

  • #164844
    Locutusan
    Locutusan
    Participant

    Ah shit I forgot something. Make sure the PSARC settings are:

  • #165117
    Locutusan
    Locutusan
    Participant

    I’ve updated my pdf guide, go check it out.

  • #165231
    slamhammer
    slamhammer
    Participant

    Right in the screenshots above it shows the files are 22Khz not 16khz

    UGH, can’t EDIT POSTS

    I misread your post, yes it’s 16bit mono, and it’s 22Khz

     

  • #167201

    SecretNenteus
    Participant

    That freeCommander + Psarc link is a 404. Any alternative link?

  • #167775

    boogerballs
    Participant

    Already made 2 voice mods with this tutorial.  Awesome work. Just, how does localization work? For instance if a brazilian player who uses PT BR language, how do I get the mod to work for them? In the excel I see its 131 lines. I matched these. Then what?

  • #167941

    boogerballs
    Participant

    Alright, if anyone wants to know how to localize. Extract the NMSARC.B9700502 folder. There you will see what folder to make to create a localized exosuit voice mod. for instance AUDIO\PORTUGUESE(BRAZILIAN)

    In the excel file from the guy who made this tutorial you will find what the names of the files should be for that language.

    This is all the additional info you need to localize a voice mod.

  • #168165

    TheOCDninja
    Participant

    Where’s the PDF & NMS wem-voices.xlsx? I can’t find it. Also, like stated before, some of these are dead links.

    • #168167

      TheOCDninja
      Participant

      Wow okay nevermind, I’m blind. Sorry

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