Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

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Cheb Oct 5, 2022 @ 1:34am
BG1+2 Custom Soundsets Help
So, back in the day this used to be easy. Now I'm running into problems.

First off, I have the proper .wav files and they're at the correct specifications.
Second, I am aware there are two different 'sounds' folders: one in documents and one in the installation folder. I have tried my soundsets in both folders for both games.
Third, I know you have to name your set (customX) in BG1:EE (I don't know about BG2:EE), in order for character select barks to work. But I've noticed a few things:

In BG1:EE, for some reason I'm getting no critical hit/miss sounds (custom3z, custom31 for instance), or any sounds that come from the rest of the numeric files (target immune, inventory full, pick pocket etc), no matter the folder they're in. I know the original game (and therefore the soundsets) didn't have these extra lines (they were a BG2 addition), but BG:EE has many soundsets that *do* utilise these lines. So, in making my own, there's no reason why they shouldn't be working.

In BG2:EE, those extra lines for critting etc do show up, but for some reason the player select barks no longer work (no matter which folder they're in, again). It sucks. As much as I love The Nameless One, I'm not playing as him right now. :pstorment:

So: BG1 has problems, namely not recognising a slew of lines, even if you name your soundset files "customX". Failing to name them "customX" in BG1 results in no character select barks, and this issue is curiously present in BG2 no matter what I try, even though the extra lines are apparently working.

Can anybody give a crystal clear explanation as to what's going wrong? I feel like it shouldn't be this difficult to get a soundset working, considering it was merely a case of drag n' drop in the original.

Thanks in advance!
Last edited by Cheb; Oct 5, 2022 @ 1:36am
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Showing 1-12 of 12 comments
MidnaFeetEnjoyer (Banned) Oct 5, 2022 @ 5:18pm 
The crystal clear answer is that none of this works properly. That's all there is to it. The only folder that's important for custom sounds is "Steam\steamapps\common\Baldur's Gate II Enhanced Edition\lang\en_US\sounds" and the same for BG1 analogy folder. You can safely forget about any others. You can even give a specific name to your soundset files "drake1.wav" "drake_.wave" etc for example, but that's even worse because your selection sounds won't work. Try it out for lols!

The best, and proper way to make a custom soundset in EE is to use CamDawgs soundset tools, but it may be a lot to get into at first, because you'll have to use a program.

https://www.gibberlings3.net/forums/topic/34560-adding-soundsets-to-the-ees-using-the-ee-soundset-tool/
https://github.com/Gibberlings3/EE_soundset_tool/releases

here are some links. GL HF.
I've already created a proper soundset using this tool, so I have experience in the matter. So if you feel like you've hit a brick wall, I'll help out and answer here.
Cheb Oct 6, 2022 @ 12:03am 
Originally posted by demonknight:
I've already created a proper soundset using this tool, so I have experience in the matter. So if you feel like you've hit a brick wall, I'll help out and answer here.
There's two soundsets I need to make, and whenever I read the readme, some things go over my head or aren't clear enough. I really don't think these readme.md instructions are too helpful.
I'll give it a crack, but I suspect it'll go to hell real fast. Thank you.
Cheb Oct 6, 2022 @ 12:50am 
Yeah, it just didn't work. When I select the voice, half the lines are from an NPC, as well as the subtitles. I really don't understand. It's a mess.
MidnaFeetEnjoyer (Banned) Oct 6, 2022 @ 1:00am 
Originally posted by Skrebmus:
Originally posted by demonknight:
I've already created a proper soundset using this tool, so I have experience in the matter. So if you feel like you've hit a brick wall, I'll help out and answer here.
There's two soundsets I need to make, and whenever I read the readme, some things go over my head or aren't clear enough. I really don't think these readme.md instructions are too helpful.
I'll give it a crack, but I suspect it'll go to hell real fast. Thank you.
It took me a few tries, postpones and coming back to it and eventually it all worked out. You'll manage too. It's really easy actually. Just a lot of "not getting lost in the process" and paying attention.

Here's some heads up. Start by going to "setup.tra". This is a comprehensive list of all possible sounds that you can add. You need to do 4 things in this text file:

1. Add "//" at the start of every line, that represents the sound you won't be using. What I did was added // to every line, and worked my way deleting those "//" when I readied a file for that sound. So for example, if you don't have a sound for your character reacting to being in a city, do this:

@23 = ~unhappy, breaking point~ [bobj_]
//@24 = ~city, random~ [bobo]
@25 = ~selection sound, common 1~ [bobf]


2. change the "bob" 's to their respective filenames in "[ ]". So if your files are named like this "custom9a.wave" then find and change [boba] to [custom9a].


3. the text in the "~ ~" is actually subtitles. Yes, you character will say those lines in the game log if you have character subtitles enabled.
4. Leave the @70 as your soundset name. It can be anything at all. I had some problems with it, so to be safe, use non capital letters only
Last edited by MidnaFeetEnjoyer; Oct 6, 2022 @ 1:08am
MidnaFeetEnjoyer (Banned) Oct 6, 2022 @ 1:04am 
Originally posted by Skrebmus:
Yeah, it just didn't work. When I select the voice, half the lines are from an NPC, as well as the subtitles. I really don't understand. It's a mess.
that was fast lol
Cheb Oct 6, 2022 @ 1:06am 
Originally posted by demonknight:
Originally posted by Skrebmus:
Yeah, it just didn't work. When I select the voice, half the lines are from an NPC, as well as the subtitles. I really don't understand. It's a mess.
that was fast lol
I'm upping a video of the result, lmao
Cheb Oct 6, 2022 @ 1:13am 
Last edited by Cheb; Oct 6, 2022 @ 1:17am
MidnaFeetEnjoyer (Banned) Oct 6, 2022 @ 1:16am 
Originally posted by Skrebmus:
Originally posted by demonknight:
https://youtu.be/kUH3BX7pMcM
Heh you should've also recorded your .tra and .tp2 files so we could see where you might've done something wrong. Those two text files are the ones that you need to edit.
Also make sure the sound files are in the correct "wav" and "sounds" folders
Last edited by MidnaFeetEnjoyer; Oct 6, 2022 @ 1:17am
Cheb Oct 6, 2022 @ 1:17am 
Originally posted by demonknight:
Heh you should've also recorded your .tra and .tp2 files so we could see where you might've done something wrong. Those two text files are the ones that you need to edit.
Also make sure the right files are in the "wav" and "sounds" folders
To add: I followed the readme closely. I deleted the unused lines in setup, then added // to the beginning of the lines. Since I only had single suffix files, I placed them in the mod's sounds folder. I then modified cd_soundsets.tp2 as the readme dictated. One admits to being somewhat flabbergasted. Mind if I add you to friends and we can take this from here? easier to upload images that way.
MidnaFeetEnjoyer (Banned) Oct 6, 2022 @ 1:19am 
Originally posted by Skrebmus:
Originally posted by demonknight:
Heh you should've also recorded your .tra and .tp2 files so we could see where you might've done something wrong. Those two text files are the ones that you need to edit.
Also make sure the right files are in the "wav" and "sounds" folders
To add: I followed the readme closely. I deleted the unused lines in setup, then added // to the beginning of the lines. Since I only had single suffix files, I placed them in the mod's sounds folder. I then modified cd_soundsets.tp2 as the readme dictated. One admits to being somewhat flabbergasted. Mind if I add you to friends and we can take this from here? easier to upload images that way.
Sure, let's go
Cheb Oct 6, 2022 @ 2:17am 
Update for anybody curious: The issue in the video above is largely a Siege of Dragonspear issue. The mod handles soundsets for BG:EE and BG2:EE very well, but with SoD checked under DLC, it ceases to work. I believe this is because the dialog.tlk is expanded upon with SoD.
Cheb Oct 6, 2022 @ 9:56am 
Update: The solution for this SoD-specific issue is to install the DLC Merger mod.
https://forums.beamdog.com/discussion/71305/mod-dlc-merger-merge-steam-gog-sod-dlc-or-custom-dlcs-with-the-main-game
Without it, the tool adds strings to the wrong dialog.tlk file, resulting in the incorrect messages. So, install it before adding in any custom soundsets. :fomtheart:
A thousand thanks to CamDawg for the solution!

I should note (since this was posted in the BG2:EE discussions) that the Soundset Tool works perfectly fine with BG2:EE and requires no other mods.
Last edited by Cheb; Oct 6, 2022 @ 10:13am
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Date Posted: Oct 5, 2022 @ 1:34am
Posts: 12