Starfield Mod:Audio File Conversion
From Starfield Wiki
Starfield Lip Sync Generation Guide covers the complete process of generating lip sync data for custom voice files in Starfield using the Creation Kit's FaceFX Compiler.
Important Requirements[edit]
| The following requirements must be met for successful lip sync generation: |
- The Creation Kit must be installed
- Voice files must be in both WAV and WEM formats
- NO spaces in any file names or folder paths
- The character's body type must match the technical Voice Type setting - this is separate from how the voice actually sounds. For example, you can have a male body with a feminine-sounding voice, but if the Voice Type is set as male in the Creation Kit, you must use a male body for lip sync to work
File Structure[edit]
Your files must be organized exactly as follows:
Data\Sound\Voice\[ModName].esm\[VoiceType]\[numbered files]
Example:
Data\Sound\Voice\StarfieldMod.esm\RobotModelAVasco\00849905.wav
Step-by-Step Process[edit]
1. Preparation[edit]
- Convert your voice files to both formats:
- WAV files (for lip sync generation)
- WEM files (for in-game audio)
- For a complete guide on converting audio files, see Complete Guide - Porting Custom Audio Files to Xbox Starfield
- Place files in correct folders with exact capitalization
- Ensure all master files/dependencies are available
2. Creation Kit Setup[edit]
- Launch Creation Kit
- Load Starfield.esm
- Load all required master files/dependencies
- Ensure your mod's ESP/ESM is loaded
3. Generate Lip Sync[edit]
- Go to Audio menu
- Select "Run FaceFX Compiler"
- Select your master file
- Click Compile
IMPORTANT: The compiler may appear to stop at a certain percentage - don't panic! It's still working silently in the background. This can happen at different percentages depending on your files - Check
ffxc_00.logfile for progress updates
4. Processing Notes[edit]
- The compiler will scan all dialogue topics
- It will generate .animset files first
- Then compile into .ffxanim files
- Files will be placed in the correct Voice folder automatically
Common Issues and Solutions[edit]
Missing Audio Files[edit]
If you see "Could not find audio file" errors:
- Check file paths exactly match what CK expects
- Verify file names match the numbered format (e.g.,
00849905.wav) - Ensure NO spaces in any file or folder names
Gender Matching[edit]
- Male Voice Type requires male body type
- Female Voice Type requires female body type
- The actual voice gender doesn't matter, only the Voice Type and body type must match
Muted Audio[edit]
If some lines are muted:
- Check all master files are loaded
- Verify WEM files are in correct locations
- Ensure file naming matches exactly
Tips for Success[edit]
- Test with a small batch first before processing thousands of files
- Keep exact file naming conventions
- Double-check all file paths and capitalizations
- Be patient if the compiler appears to stop - it's still working!
- Monitor
ffxc_00.logfile for progress - Back up all files before starting
Required Folder Structure Example[edit]
Data\
Sound\
Voice\
YourMod.esm\
VoiceTypeName\
00000001.wav
00000002.wav
etc...
| Any spaces in file paths or names will cause errors. Use underscores or remove spaces entirely. |
Final Notes[edit]
- Process can take significant time for large numbers of files
- Generated .ffxanim files work alongside your WEM files
- Keep both WAV and WEM files until lip sync is working
- Test in-game to verify both audio and lip sync
See Also[edit]
- Starfield Mod:Porting Custom Audio Files to Xbox - Guide for audio file conversion
- Starfield Mod:Starfield Creation Kit - Official modding tools
- Starfield Mod:File Formats - Information about Starfield file formats