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Deleted member 147278

  • Deleted member 147278

Derpish submitted a new resource:

Jeff revived - Restores Jeff the engineer

Codies thought they could take him away from us, well they though wrong. With this simple speech patch, we get to enjoy the glory of Jeff once again.

Currently I have ported F1 2021 and F1 2019 ( for Hulk ) voice lines over. Replacing about 6k previous lines, while leaving about 1k new Marc lines, tho those are mainly the new F2 drivers and improved pit stop calls, that Jeff simply doesn't have any calls for.
As of now I don't place to mess with them too much, so view it as having 2...

Read more about this resource...
 
Thanks for your effort,
It looks nice work.

Is the conversation only in English?

The game speaks the established language (Example German)

Thank you
 
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  • Deleted member 147278

Thanks for your effort,
It looks nice work.

Is the conversation only in English?

The game speaks the established language (Example German)

Thank you
Thanks and yes, currently I have only ported the english engineer over. Since originally I did this for myself and decided to share it.
But if requested, I can look into porting over other language engineers as well and adding them as additional downloads.

Alternatively I can mention how its done:
1. Extract the voice lines from "_engineer.nfs" and "_engineer_startup.nfs" from last years games using quickbms with codemasters_nefs script.
The .nfs start with abbreviation based on language they represent ( ex. "en" = english vo, "de' - german vo and so on)

Because codies changed the encoding on the engineer voice, we can't directly copy the extracted .wem's into the speech_patch folder, else we will just get radio silence.
Instead we first have to convert them from .wem Vorbis encoding to .wem Opus encoding.

I did this by using the trial Wwise tool, since I couldn't find a better script method. Plus it did the job just fine.

2. Convert the extracted .wem files into .wav (I did this simply by having foobar2000 with vgmstream-plugin and using the built in conversion)

3. Import the .wav files into Wwise and convert them back to .wem files with WEM Opus format ( Think doom modding wiki had the tutorial for basic Wwise conversion )
Wwise exports the files with addition the the filename, so they need to be renamed to remove the Wwise's filename change. Using a script to batch rename helps since you will be looking at ~6k files.

4. Then its just the matter of copying the converted .wem files back to F1 game folder, and throwing them within speech_patch/<language abbreviation that the original .nfs file had>/<engineer base or startup folders depending which .nfs wem's they are>
My english port can be a good example as a template of speech patch file structure.

One note I do want to add if attempting this yourself, it does help a little to have the new engineers voices extracted just for the comparison. Because some voicelines have moved between engineer and engineer_startup.
Iirc Massa's radio calls and mechanical failure calls.
And like I mentioned in my resource post, majority lines are taken from 2021 while only took some extra few from 2019 for Hulkenbergs radio calls.
And specifically for Hulkenbergs calls, they need to be renamed to match the F1 22 hulk calls.

Other than that, like I said, I can look into converting the other language engineers as well if needed. But I would need to redownload the older games :^)
 
Thanks and yes, currently I have only ported the english engineer over. Since originally I did this for myself and decided to share it.
But if requested, I can look into porting over other language engineers as well and adding them as additional downloads.

Alternatively I can mention how its done:
1. Extract the voice lines from "_engineer.nfs" and "_engineer_startup.nfs" from last years games using quickbms with codemasters_nefs script.
The .nfs start with abbreviation based on language they represent ( ex. "en" = english vo, "de' - german vo and so on)

Because codies changed the encoding on the engineer voice, we can't directly copy the extracted .wem's into the speech_patch folder, else we will just get radio silence.
Instead we first have to convert them from .wem Vorbis encoding to .wem Opus encoding.

I did this by using the trial Wwise tool, since I couldn't find a better script method. Plus it did the job just fine.

2. Convert the extracted .wem files into .wav (I did this simply by having foobar2000 with vgmstream-plugin and using the built in conversion)

3. Import the .wav files into Wwise and convert them back to .wem files with WEM Opus format ( Think doom modding wiki had the tutorial for basic Wwise conversion )
Wwise exports the files with addition the the filename, so they need to be renamed to remove the Wwise's filename change. Using a script to batch rename helps since you will be looking at ~6k files.

4. Then its just the matter of copying the converted .wem files back to F1 game folder, and throwing them within speech_patch/<language abbreviation that the original .nfs file had>/<engineer base or startup folders depending which .nfs wem's they are>
My english port can be a good example as a template of speech patch file structure.

One note I do want to add if attempting this yourself, it does help a little to have the new engineers voices extracted just for the comparison. Because some voicelines have moved between engineer and engineer_startup.
Iirc Massa's radio calls and mechanical failure calls.
And like I mentioned in my resource post, majority lines are taken from 2021 while only took some extra few from 2019 for Hulkenbergs radio calls.
And specifically for Hulkenbergs calls, they need to be renamed to match the F1 22 hulk calls.

Other than that, like I said, I can look into converting the other language engineers as well if needed. But I would need to redownload the older games :^)
Can you make a german language for me?
Thank you
 
  • Deleted member 147278

Can you make a german language for me?
Thank you
Hopefully this works : https://drive.google.com/file/d/1fy_2RTODoZ1zVRJZYjg6dewfsulbmb1J/view?usp=sharing

While messing with different languages I noticed that speech patch only works if selected game language matches voice language in settings. No idea why, something I might have to look into at some point.
So while the german engineer replacement works for german version of the game, it will stop working on english version even if german is selected as voice over in audio settings.
 
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  • Deleted member 147278

For some reason my game crashes when it's installed and I can't get past the game's intro. I use EA Play
I only have steam version, so unfortunately can't test for EA Play version myself.
I simply guess that EA Play version has different file structure or simply doesn't support the 'speech_patch' method of replacing voicelines.
Since 'speech_patch' is a leftover method that was used in F1 2015.
 
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I only have steam version, so unfortunately can't test for EA Play version myself.
I simply guess that EA Play version has different file structure or simply doesn't support the 'speech_patch' method of replacing voicelines.
Since 'speech_patch' is a leftover method that was used in F1 2015.
It worked once but then crashed my game. Do you know if there is a limit to the amount of mods that you can have installed?
 
I have installed and exported the zip into the F1 22 folder but the only thing that is seems to have done is disable the engineer. Any help?
 
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Hi, can you explain/supply some recources on what exactly the speech_patch is? because i cant seem to find much about it online. Looking at what you did i was thinking maybe it could be used to add your own name to the commentators calls (instead of "the owner-driver" for example) by editing/replacing the existing .nfs files
actually any info on .nfs files would be nice too
Also, the explenation of how to port other languages was already very helpfull, thanks for that!
 
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  • Deleted member 147278

Hi, can you explain/supply some recources on what exactly the speech_patch is? because i cant seem to find much about it online. Looking at what you did i was thinking maybe it could be used to add your own name to the commentators calls (instead of "the owner-driver" for example) by editing/replacing the existing .nfs files
actually any info on .nfs files would be nice too
Also, the explenation of how to port other languages was already very helpfull, thanks for that!
There indeed isn't much documentation regarding speech paching, other than codies used it for some of their older games. As this post was actually how i ended up stumbling upon it. But beyond that, there really isn't any more info that i have beyond what i already provided in my previous posts.
 
  • Deleted member 147278

Hi would you please make a f1 23 version for this? thankyou!
Sadly, I believe they have finally killed him, I did attempt to port him, but it seems like the game no longer relies on speech patch, so unless there is a way to repack the voice lines, there is currently no way to bring jeff back sadly.
 
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