Molokkx Posted April 8, 2016 Posted April 8, 2016 Hello. I'm in the very long and complicated process of setting up my mods for a very far future game that I might be able to start one day (I'm expecting sometime in 2086 during the Robots Overlords takeover of the Earth, or around there). So for a mere test, in an isolated folder I manually extracted the basic SexLabs Framework archive (latest version). I wanted to hear the default sounds that come with it just out of curiosity first, and possibly later perhaps adding new ones. Now, what I want to do is: 1) Keep the existing sounds, but 2) Add new ones (without replacing / deleting default ones, is that possible?). I have a very vague "understanding" (that's a big word for me when it comes to modding) of how sounds work with Bethesda games. I do remember (I think...) that with Oblivion all I had to do for music was to keep the folder structure (and names) intact, then add my tracks in the corresponding folder (Town, Explore, etc), as well as naming the actual track files in the same naming scheme as the default ones, but just adding extra numbers at the end. That way, the game itself was choosing those newly-added music tracks on its own randomly, and the default ones remained there. That's about as much as I can remember back when I was brave enough to even dare tinkering with any files whatsoever. SO... As I'm looking at the folder structure for SexLabs' sounds, I see this: Data > Sound > FX > SexLabs > Then, the folders themselves: fxOral01, fxOrgasm01, fxSex01, vFemaleMoan01, vFemaleMoan02 (etc) Now, each one of those folders contain the sounds, and those sounds are named in a specific manner. So far I'm not lost, still there! That's just because it reminds me of how that folder structure was setup for Oblivion. But what comes next completely shattered what I thought I understood about adding sounds for SexLabs. So, much to my delight and joy I thought " Well then, let's just add some sexy sounds in there by intelligently keeping the same naming scheme in each folders! ". Then I realized what was (probably) going on after downloading two sound mods for SexLabs and looking at their folder structures and file names. EXAMPLE: One of the mods has a completely new folder naming scheme, such as 12 English Female M, 14 Orc B, 17 Demon 1 (etc). Along with a unique wave files naming scheme as well (I.E. unique on its own when compared to default naming schemes). So, HOW does SexLabs "detects" (in-game) when I'd be having sex with an Orc or a Demon? Does it have something to do with the GECK perhaps? I'm just throwing a random idea here, I'm not actually knowledgeable about any of this to be sure about it. All I know is that if SexLabs adjusts sounds in-game corresponding to the race of the NPC I'm having sex with, then whoever made SexLabs is (are) a freaking genius and I'd hug you guys if I could. HOWEVER... There's a second mod, namely Doggy Style Sounds, which includes the default folder fxSex01. And, in that mod's folder there's a total of 12 sound files. But, in the default one, there's a total of 9. SO... if I got that right (and I doubt I got that right), then it means... That SOME sound mods happened to keep the folder structure intact (obviously!). So, in THOSE specific cases, I assume that it would be safe if, for example, I was to rename those extra doggy sound files (just an example), and simply added them in the default folder. Then SexLabs would switch between them all on its own during a sex scene that can play those files... co- ... correct? For example, the default folder goes from 000 to 009. Now let's say I want those extra doggy style sounds from the mod. It has its own 12 files, but obviously 9 of them have the same name as the default ones. So the first file from the mod named 001 could be renamed to 010, then 002 to 011, and so on, so that once I'd be done the "default" folder would now contain 21 files properly named from 000 to 021, keeping the original nine intact and adding the new twelve ones. Do please correct me on the above if I'm totally wrong (and I bet I am). Ok now... what about the OTHER cases where the folders have completely new names that aren't part of the default foldder's naming scheme? Can THOSE mods have their folders simply renamed AND their contained sound files too, to "fit" the naming scheme of the default structure? Or are those mods requiring a very specific method of installation? Sorry, I'm confused and a total newbie (but I'm definitely trying). I've barely finished watching those Gopher video tutorials for Mod Organizer (which I'll have to watch again probably 67 times, maybe 68 if I'm lucky). I'd appreciate some help on knowing what to do with adding sounds for SexLab, if it CAN be done manually at all, or if it really has to be installed in a unique way for EACH one of them. Thanks guys (and again, apologies for the newbness level, it's totally over 9000 right now).
svartur Posted June 21, 2016 Posted June 21, 2016 I just asked this same question myself in less words. Would be very interested in knowing the answer!
Tefajo Posted June 21, 2016 Posted June 21, 2016 I think you ae overthinking it a little bit You already have some sound mods installed (i get that from your comments about orc voices, female pinn, doggy sounds, etc). Those voices are registered into sexlab framework thanks to a plugin that comes with the mod. Regarding sexlab choosing the voices: I have no idea how the framework works under the hood, but i imagine it must be some kind of tagging similar to the animations system (thanks to tags, sexlab recognizes amount of actors, type of actors, type of sex, aggressive, etc) In any case, If what you want is add your own voice setup then there is a mod here in LL that allows just that. It adds (silent) voices to the Sexlab setup (and leave the default ones untouched) and you can just replace the files in that mod with whatever you want. http://www.loverslab.com/files/file/1078-sexlab-extra-voices/ Bear in mind that these voices will probably only be used by male and female (human) actors. If you are curious enough you could open a plugin that contains voices for orc / demon / etc and see what is there to mimic it and replace it in the sexlab extra voices plugin (in case, of course, you want a particular voice to be used by a particular type of actor) If you consider yourself brave, look around the forums and will find some threads about modders discussing how to handle sounds, but be warned: they were quite technical !
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