Saints Row IV Creating a new Boss voice?

This question is a thought in regards to SRIV in particular but probably could be applied to each game in the series: How difficult would it be to create a new voiceover for the Boss? Either replacing one of the voices already in the game or somehow hacking together an altogether new selection at creation?

I'm quite aware that there are a multitude of lines for the Boss and that recording and replacing them all would be quite a project. I'm just wondering how indepth it would be to try to pull it off from a technical standpoint.

I have a couple of interesting ideas...

adam-west-batman.jpg


;)
 
Oh, I'm sure I could make it worth it.

I'm just wondering if it'd just be enough to record new lines and put them where the old lines were supposed to go. I mean, that wouldn't update the subtitles, but right now I'm just thinking on the aspect of changing the voice.
 
Oh, I'm sure I could make it worth it.

I'm just wondering if it'd just be enough to record new lines and put them where the old lines were supposed to go. I mean, that wouldn't update the subtitles, but right now I'm just thinking on the aspect of changing the voice.
You do you can choose from like 4 diffrent voices and change theyr pitch right?, I kno its not that good but its a small change :p
 
It's less about the SOUND of the voice and more WHAT the voice is SAYING.

Come on man, there's even variation between the lines of the different vanilla voices. You never noticed that?

...What I'm trying to be subtle about here is that I have an idea to record a 'superhero' styled voice, of the cheesy "STOP, EVILDOER!" school, and replace one of the male voices with it (probably Troy Baker). I want to know if it would be any more involved than, for instance, changing music in the game.
 
Funny story: Half of the player's temp lines we used before the actors recorded the final dialogue were performed by a certain Batman sound-alike who's name rhymes with Ellix. I really wanted it to be a DLC pack or New Game Plus unlockable or cheat or something... maybe in a future title we'll have the time and bandwidth to have a little more fun with that.

It would definitely be more involved. We don't use Wwise's dynamic dialogue system, we use a proprietary voice tool to implement about 99% of the voice (and 100% of the narrative dialogue).

I'm not completely sure how possible this is from the modder end, but if you're able to crack open the voice packfiles and replace the wavs, the voice tool might recognize it fine. The game script looks for line situations and conversation names embedded in those packfiles and calls whatever file is there when needed. This way we're able to change the sound files out on the fly while keeping the same subtitle, lipsync settings, line situation name, persona, etc.

Check out voc_Player_WM_media.bnk_pc if you want to get a head start before I get more details. If there's nothing there, try a few .vec or .vel files and see if it's trying to hide from you. If there's a wav file in one of those, this is going to be a huge enormous task... there's tens of thousands of those and they're not really named intuitively.

I'll try and find out some details when I'm in the office tomorrow... if you're willing to re-record every player line in the game, it's the least I could do.
 
It's more of a crazy idea Ellix, but if I can get my hands on it I'm sure interested in seeing how viable it is. Though I think my major hurdle no matter how well replacing the wavs works would be figuring the whole script out and then writing dialogue that would fit into the Boss' slots in the conversation.

EDIT: It does not appear to be possible to crack open .bnk_pc files with minimaul's extractor. I'm not sure if vpkg would handle it any better but it doesn't seem like it, if as the tool desc suggests, it's only for messing with vpp_pc, sr2_pc, and asm_pc files.
 
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Ah, I was just going to point you to exactly where they are but it looks like you found 'em.

Someone's got instructions for custom radio modding, that tool would have to crack the soundbanks and repack them. Give that a shot and see if you can get a few custom voice lines working at all in the game... If it does, I'll ask around about how possible/legal it would be to release the narrative script with line situations and wav file names.
 
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