
anyways, I can't seem to figure out the pattern between face FX naming convention, which follows the same one used in Dragon Age Origins, i.e. 6114295_m.fxe, which unexpectedly requires 1003006487.ogg sound file, for the male voice. I figured out this specific example manually, that is I listened to the sound file first, then searched for its equivalent text in the talk table, found the string ID, and looked for the stringID_gender.FXE .
I looked for 1003006487 as text, as hexadecimal and as hash, and I couldn't find anything to connect 1003006487.ogg with 6114295_m.fxe. I looked into all the files, exported or not exported, original ERF or .cnv/.cl/etc.
I don't know how exactly the game knows which ogg sound files to play based on the stringID of the text in the talk table
Maybe I missed something and I can use an extra pair of eyes, it's pretty late here in Bay Area
Thanks!
PS: attached are the original FXA human male from Dragon Age 2,along with the custom mapping I re-created (FXS) and a facefx script, in case you want to play with it as well. The original Dragon Age 2 FXE/FXA files are created with the same facefx studio 1.7.1 which can be found in the Dragon Age Origins toolset, although the RoboBrad used in DA2 is much more complex (~125 presets) compared to DA:O(~25 presets)