Starfield Mod:Audio File Conversion

From Starfield Wiki
Jump to: navigation, search

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]

  1. Launch Creation Kit
  2. Load Starfield.esm
  3. Load all required master files/dependencies
  4. Ensure your mod's ESP/ESM is loaded

3. Generate Lip Sync[edit]

  1. Go to Audio menu
  2. Select "Run FaceFX Compiler"
  3. Select your master file
  4. Click Compile
  5. 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
  6. Check ffxc_00.log file 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.log file for progress
  • Back up all files before starting

Required Folder Structure Example[edit]

Data\
  Sound\
    Voice\
      YourMod.esm\
        VoiceTypeName\
          00000001.wav
          00000002.wav
          etc...
Stop hand.svgAny 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]

External Links[edit]