Guest Posted August 11, 2024 Posted August 11, 2024 is any NPC replacer existed for this mod? or at least KS hairdos patch or something. They are to ugly, I have all my other NPCs polished to much so these ones look just too odd
Gristle Posted August 11, 2024 Author Posted August 11, 2024 44 minutes ago, Sicumbaka said: is any NPC replacer existed for this mod? or at least KS hairdos patch or something. They are to ugly, I have all my other NPCs polished to much so these ones look just too odd There is a KSHair patch in the downloads section. It will probably cause blackface, so I can't recommend it for LE. For SE, you can use the Face Discoloration Fix mod on Nexus. 1
DatBaraGuy Posted August 11, 2024 Posted August 11, 2024 Oooh thank you for the update Gristle! I love it!
Yibby Tibaon Posted August 11, 2024 Posted August 11, 2024 Can SLSF be compatible for Nemesis in MO2? Plus can SLSF allow custom Followers?(Not just ones pre-made, but made in-game).
51offthescale Posted August 11, 2024 Posted August 11, 2024 Many thanks for the update! The voicepack I made for this mod was the first voicepack I ever made (its also the first voicepack that I've used). As my first attempt at a voicepack I didn't expect it to be perfect but did expect the voicepack to have a very large filesize just due to the number of lines that are generic across voicetypes. I used the guide here to create the voicepack: https://www.loverslab.com/topic/168547-doublecheeseburgers-xvasynth-based-mod-voicification-thread/page/3/#comment-3415080 16 hours ago, Gristle said: On the Jarl quests, I agree that those should be split off, but not for voice file size reasons. The Markarth and Whiterun quests appear to be a relatively small portion of the total voicepack, maybe 140MB total. 16 hours ago, Gristle said: As for the spouse-related features and related dialogue, yes this does increase voice file sizes. The marriage dialogue is about 1.5GB. It should actually be more than this because some of the lines for NPC approaches aren't voiced. I'm not familiar with how to view dialogue in CK but from SSEEdit the dialogue topics without an EditorID appear to not have voicelines generated for them: I'm not sure what to do about getting these lines voiced but it would be nice to have them voiced (yes I realise I'm talking about more lines being voiced when we're discussing reducing the voicepack size ). 16 hours ago, Gristle said: Split off the marriage features, but I don't think it's possible without rewriting them. Also, this would require some redundant scripts and lead to some inappropriate dialogue. Have folks use version 3.5 if they don't want to have the larger voice files from the marriage versions. 3.5 has a few bugs, but nothing that would cause play issues. Create a version of the latest mod version (3.7 will be posted soon) without marriage features (i.e., not split, delete). This would be a bit of a pain to create with every update. I don't think its worth doing any of this just to reduce the voicepack size. Maybe the marriage lines should be removed from the voicepack itself. The easiest and most crude way to do this would be unpack the BSAs, search for "SLSFC_Marr" and "SLSFCM" and delete everything found, then repack into BSAs (this is for 3.60 I haven't used the new update yet).
killer905 Posted August 11, 2024 Posted August 11, 2024 (edited) PC as Cuckold dialogue "I want my cock in your pussy" not start any animations. After the dialogues "Very nice! I'm glad you know how to treat your wife." and "Me too"(Already married with PC) That is, designation as spouse. The dialogue continues and there is no "Let's make love" dialogue. And to be honest, how does this "Cuckold Training" quest begin? I'm guessing that PC is Cuckold has to be ticked, but neither the spouse nor any other NPC has a dialogue to start this task. Am I missing something? To some extent, it works, because with PC is Cuckold checked, the NPCs don't want sex with the PC saying "milkdrinker". Edited August 11, 2024 by killer905
Seeker999 Posted August 11, 2024 Posted August 11, 2024 15 hours ago, Gristle said: So, what are possible solutions? Split off the marriage features, but I don't think it's possible without rewriting them. Also, this would require some redundant scripts and lead to some inappropriate dialogue. Have folks use version 3.5 if they don't want to have the larger voice files from the marriage versions. 3.5 has a few bugs, but nothing that would cause play issues. Create a version of the latest mod version (3.7 will be posted soon) without marriage features (i.e., not split, delete). This would be a bit of a pain to create with every update. Address some root causes of the voice file bloat, e.g., narrow the voice types that can speak lines in the mod, and shorten the length of random comments generally Thoughts? Yeah, I'm pretty familiar with the issues surrounding voice packs. Right now I have around 15-20 installed. They are mostly short npc comments, just a lot of them! As far as this mod goes, I don't think there's any reason to shorten or otherwise change any of the dialog. Sure, some of the pronunciations in some voice types is a little bit odd, I just head canon that it's their accent or local dialect. You're right that a follower or some other major npc will probably need some work to make them sound better. I'm sorry, I really didn't mean to suggest you should split out things now, especially if it means a lot of work ... more expressing concern for going forward. I guess I had a vision of this becoming an unwieldy blob on 2 skinny little legs - a lot of moving parts becoming hard to troubleshoot if there are problems. My thoughts on your bullet points: I certainly don't want you to have to rewrite anything. I'm surprised that there would be redundant scripts with an add-on - I would have thought it would just call on the scripts in this mod since it would be a master. Shows what I don't know, ha! If people are concerned about space and aren't interested in the marriage feature (thanks for making that toggleable, btw) they can turn the feature off and use an older voice pack. Other than some newer comments not being voiced I don't see any issues with that. No, I see no reason to maintain 2 versions of the mod, especially since the feature can be toggled off. Nor would that address the issue of the voice pack's size, since you don't control that. Don't know how you'd limit voice types, I thought that was assigned at the npc level. Now, race and gender conditions ... if some lines might be more likely to be said by older people then you could add the condition for Elder Race. And other race conditions to comments where appropriate. Now, for comments where race, gender, and/or faction don't matter (the vast majority of dialog, I believe) you can roll the dice. 1 or 2 = subject is female, 3 or 4 = subject is male, and 5 or 6 = no gender condition. Keeps the randomness, comments can be said by a variety of people, I'm guessing easier for you, and the size of the resulting voice pack would be significantly smaller. Of course, that assumes the process of creating the voice files checks for these sorts of conditions; I think so but I don't know. I don't find any of your comments overly long, and of course you run the risk of them starting to sound alike - repetitive more than interesting. Anyway, thanks for responding and hearing me out.
Seeker999 Posted August 11, 2024 Posted August 11, 2024 (edited) 1 hour ago, 51offthescale said: Maybe the marriage lines should be removed from the voicepack itself. The easiest and most crude way to do this would be unpack the BSAs, search for "SLSFC_Marr" and "SLSFCM" and delete everything found, then repack into BSAs (this is for 3.60 I haven't used the new update yet). I know there's a way to create voice packs for a smaller group of dialogs. People have made patches to incorporate changes. I don't know how they select them, but it should be possible to create a 'base' voice pack and a 'marriage' voice pack. But yes, unpacking the BSA's, deleting files and then repacking into a new BSA is definitely one way for a user to decrease the size of the voice pack if they are not going to use the feature. As long as they can download the file - I've seen reports in various threads where they had trouble dl'ing large files. Thanks for the suggestion. And thank you for making the voice pack. Edited August 11, 2024 by Seeker999
eflat01 Posted August 11, 2024 Posted August 11, 2024 (edited) 3 hours ago, 51offthescale said: Many thanks for the update! The voicepack I made for this mod was the first voicepack I ever made (its also the first voicepack that I've used). As my first attempt at a voicepack I didn't expect it to be perfect but did expect the voicepack to have a very large filesize just due to the number of lines that are generic across voicetypes. I used the guide here to create the voicepack: https://www.loverslab.com/topic/168547-doublecheeseburgers-xvasynth-based-mod-voicification-thread/page/3/#comment-3415080 The Markarth and Whiterun quests appear to be a relatively small portion of the total voicepack, maybe 140MB total. The marriage dialogue is about 1.5GB. It should actually be more than this because some of the lines for NPC approaches aren't voiced. I'm not familiar with how to view dialogue in CK but from SSEEdit the dialogue topics without an EditorID appear to not have voicelines generated for them: I'm not sure what to do about getting these lines voiced but it would be nice to have them voiced (yes I realise I'm talking about more lines being voiced when we're discussing reducing the voicepack size ). I don't think its worth doing any of this just to reduce the voicepack size. Maybe the marriage lines should be removed from the voicepack itself. The easiest and most crude way to do this would be unpack the BSAs, search for "SLSFC_Marr" and "SLSFCM" and delete everything found, then repack into BSAs (this is for 3.60 I haven't used the new update yet). QQ, How do you see the possible speakers in SeEdit? Also the voice file names - or are you replacing those? I generally have to open up a mod in CK to see those things... In CK they start in quest under dialog tabs and I think misc tab in some mods - I know the Fo4 harassment mod the generic speech is under that later (last tab). Usually easier to find due the protagonist (PC) is voiced so they use scenes. Is the tree in dialog tree and of course dialog topic which are the actual forms. Yes, Voicing a mod is not easy because you specify the actor's voice and have to provide a file for each actor which speaks the line... so is very tedious work. Most mods wo voice only check a few things when applying generics like if it's a female or male speaker... to add voice you need to check races and voice types on top of all that. i.e. nord, young, even-tone etc... Unique npc's have their own voice type and every single voice type is a different voice file. Then there's the issue with updates if the author changes a phrase here or there may be out of sync (time wise)... also I'm pretty sure if the voice is too far out of sync (seconds) it may cause a ctd? I'm bad, well notorious for tweaking someone's unvoiced mod phrases to my liking ... typically make things more street-talk, not picking on people but some phrasings in mods seem like a lack of exposure, kind of nerdy or can tell they're not a English speaker. i.e. I do not imagine a rapist telling a victim or a john to a prostitute - really any male anywhere - is going to say he's "going to put a baby in you"... that's not what he's interested in, and the last thing on his mind, beside that who'd want a twenty-some year old bastard-child hunting them down for revenge later in life? One oversight I noticed in comments is the phrase "I Heard you Nord women take on three men at a time." or something like that, which is really funny when a "female Nord npc" says that to you. imo is a knock on herself, should maybe have a Subject getrace(nord) != 1 or what ever the function is. Fluidity, tone, inflection and pronunciation - obviously sometimes have to use a phonetic phrase for words ... I thought is quite interesting the nord voices seem to flow better with ai generation. Edited August 11, 2024 by eflat01
51offthescale Posted August 11, 2024 Posted August 11, 2024 (edited) 17 minutes ago, Seeker999 said: I know there's a way to create voice packs for a smaller group of dialogs. People have made patches to incorporate changes. I don't know how they select them, but it should be possible to create a 'base' voice pack and a 'marriage' voice pack. The script from the guide I linked also generates a cache of lines created so if the core mod updates and new lines need to be generated you can generate the new lines instead of having to do the whole mod. I assume that this is how people have made patches to voicepacks instead of a new pack each update. You could make separate packs like you suggested by taking the output csv from running the script and splitting it into "base" and "marriage", then generate the voicelines separately. Edited August 11, 2024 by 51offthescale
51offthescale Posted August 11, 2024 Posted August 11, 2024 17 minutes ago, eflat01 said: QQ, How do you see the possible speakers in SeEdit? Also the voice file names - or are you replacing those? I generally have to open up a mod in CK to see those things... Sorry I'm not sure what you mean by possible speakers. Do you mean the voice file names inside the BSA? You can use Bethesda Archive Extractor to see what is inside and extract a BSA.
Zdem Posted August 11, 2024 Posted August 11, 2024 Thanks for the mod! It was part of one of my older playthroughs and I am currently starting a new one. Is the mod compatible with Scrab's Sexlab P+? Is it safe to install mid playthrough?
kklae Posted August 11, 2024 Posted August 11, 2024 If I enchant the wedding ring, will it destroy the marriage-related content in the MOD?
51offthescale Posted August 11, 2024 Posted August 11, 2024 9 minutes ago, Zdem said: Is it safe to install mid playthrough? The mod is safe to update midplaythrough so should be fine to install. From the description to be safe its probably a good idea to be in one of these cells before installing: On 9/2/2020 at 7:40 AM, Gristle said: Mod Update: Just disable and remove the prior version, and then install the new version. Use a mod manager to install, as there are many loose files. Because Version 3.0+ places around 25 animals to support beastiality fame events, best to update after a save where your PC is in one of the following types of cells, as no animals are placed in any of these locations: Wilderness, dungeons, homes, shops, temples, barracks, jails, Orc strongholds, military camps.
Gristle Posted August 11, 2024 Author Posted August 11, 2024 58 minutes ago, kklae said: If I enchant the wedding ring, will it destroy the marriage-related content in the MOD? I've never tried it, but it will still be a "Bond of Matrimony" so it should be fine.
eflat01 Posted August 11, 2024 Posted August 11, 2024 (edited) 2 hours ago, Seeker999 said: Yeah, I'm pretty familiar with the issues surrounding voice packs. Right now I have around 15-20 installed. They are mostly short npc comments, just a lot of them! As far as this mod goes, I don't think there's any reason to shorten or otherwise change any of the dialog. Sure, some of the pronunciations in some voice types is a little bit odd, I just head canon that it's their accent or local dialect. You're right that a follower or some other major npc will probably need some work to make them sound better. I'm sorry, I really didn't mean to suggest you should split out things now, especially if it means a lot of work ... more expressing concern for going forward. I guess I had a vision of this becoming an unwieldy blob on 2 skinny little legs - a lot of moving parts becoming hard to troubleshoot if there are problems. My thoughts on your bullet points: I certainly don't want you to have to rewrite anything. I'm surprised that there would be redundant scripts with an add-on - I would have thought it would just call on the scripts in this mod since it would be a master. Shows what I don't know, ha! If people are concerned about space and aren't interested in the marriage feature (thanks for making that toggleable, btw) they can turn the feature off and use an older voice pack. Other than some newer comments not being voiced I don't see any issues with that. No, I see no reason to maintain 2 versions of the mod, especially since the feature can be toggled off. Nor would that address the issue of the voice pack's size, since you don't control that. Don't know how you'd limit voice types, I thought that was assigned at the npc level. Now, race and gender conditions ... if some lines might be more likely to be said by older people then you could add the condition for Elder Race. And other race conditions to comments where appropriate. Now, for comments where race, gender, and/or faction don't matter (the vast majority of dialog, I believe) you can roll the dice. 1 or 2 = subject is female, 3 or 4 = subject is male, and 5 or 6 = no gender condition. Keeps the randomness, comments can be said by a variety of people, I'm guessing easier for you, and the size of the resulting voice pack would be significantly smaller. Of course, that assumes the process of creating the voice files checks for these sorts of conditions; I think so but I don't know. I don't find any of your comments overly long, and of course you run the risk of them starting to sound alike - repetitive more than interesting. Anyway, thanks for responding and hearing me out. I can't see the author splitting off what's already there... seems a lot of effort which of course is time. When it comes down to conditioning mind you I was last playing with Fo4, but Voice type is an attribute like any other and can be tested in conditions. If a mod defines the voice-type in the conditions can be set around those along with/or instead of race, sex, etc... but sometimes is not specific enough if you wish to completely spam one topic generically - so takes some thought when doing so. Looking in CK atm I see i.e. Generic north guard is "MaleNord" which is inherited from a template (yes, there's a separate template for south guard they've different attributes) or with a unique like Astrid she uses "FemaleUniqueAstrid", but Ysolda uses "FemaleYoungEager" ... no wonder Ysolda is flirty. yes I know lame joke... 😉 yes, in Skyrim many of the voice actors and actress' had done so for multiple characters. Edited August 11, 2024 by eflat01
eflat01 Posted August 11, 2024 Posted August 11, 2024 (edited) 1 hour ago, 51offthescale said: The mod is safe to update midplaythrough so should be fine to install. From the description to be safe its probably a good idea to be in one of these cells before installing: IMO, Installing any mod mid playthrough is important to go into a cell the mod does not touch and do so alone.... same goes for uninstalls especially when the author does not have specific instructions - and that's hit or miss too as the save files may need to be cleaned after. Edited August 11, 2024 by eflat01
eflat01 Posted August 11, 2024 Posted August 11, 2024 (edited) 15 hours ago, Sicumbaka said: is any NPC replacer existed for this mod? or at least KS hairdos patch or something. They are to ugly, I have all my other NPCs polished to much so these ones look just too odd I'm using https://www.nexusmods.com/skyrimspecialedition/mods/74846 which replaces vanilla hair with KSSMP styles and that works beautifully with SLSFC and most mods which use base game defaults. I actually prefer npc's to use base and then override that. Yes, I do not like the base game hair even many mods which spruced it up look way too plastic. So 99.9% of my npc's are using KSSMP hair physics. I've Full KS in my mix but only for some mod's dependencies just to load, I hate having the extra resource but is what it is. I guess I can edit or patch those but lazy and is a hit an miss doing that type of thing. I use high-poly heads too... and try to force 3BA Bodies (and bodyslides) across the board. There are mods for distinct bodies which I used to use in the past but I don't like the clutter and mess. I also likely have other mods like Bijin Npc might touch things but I even override with that covering default body, skin to use my own etc... so only using their facegens really. All I know is Lillian Vici for example looks fine if not great in my game. Ironically she's the same hair style I picked for my DB but BD's a dark red-head and face morph (resembles my wife a lot). Here's the thing the you want to attack the base first then after that check and may have to move things later in order... or patch. It comes down to toying around really to see what works and of course toying around with load orders. Use SeEdit to actually find conflicts etc... Looks are superficial and generally will not break quests etc... It's also possible to apply a preset via racemenu to npc's if a preset morph flag is turned on for them (which can save using an esp esl or such to do the task). Edited August 11, 2024 by eflat01 1
comrade135 Posted August 11, 2024 Posted August 11, 2024 hey im new to this, but im playing the Markarth quest (mod version 3.6se), where i have to walk not fast travel to Solitude, and Lilian is stuck on her horse. so when i got to the 1st point after Dragon Bridge she flys off. is there a console command i can use to progress?
Gristle Posted August 11, 2024 Author Posted August 11, 2024 3 hours ago, Seeker999 said: I certainly don't want you to have to rewrite anything. I'm surprised that there would be redundant scripts with an add-on - I would have thought it would just call on the scripts in this mod since it would be a master. Shows what I don't know, ha! I should have been more clear here. The scripts would not be completely identical, but would overlap in function. 3 hours ago, Seeker999 said: If people are concerned about space and aren't interested in the marriage feature (thanks for making that toggleable, btw) they can turn the feature off and use an older voice pack. Other than some newer comments not being voiced I don't see any issues with that. That's certainly an option. I do sometimes go back and tweak existing dialogue sometimes. But it's usually very minor, so using an older pack should be fine. 3 hours ago, Seeker999 said: Don't know how you'd limit voice types, I thought that was assigned at the npc level. Now, race and gender conditions ... if some lines might be more likely to be said by older people then you could add the condition for Elder Race. And other race conditions to comments where appropriate. Now, for comments where race, gender, and/or faction don't matter (the vast majority of dialog, I believe) you can roll the dice. 1 or 2 = subject is female, 3 or 4 = subject is male, and 5 or 6 = no gender condition. Keeps the randomness, comments can be said by a variety of people, I'm guessing easier for you, and the size of the resulting voice pack would be significantly smaller. Of course, that assumes the process of creating the voice files checks for these sorts of conditions; I think so but I don't know. Yes. For example, if I condition a line of dialogue so that it can only be said by females, then the CK only creates placeholders for voiced dialogue for the female voices, and any process of creating voice packs would not generate male voices for the dialogue. Presently, I'm using a lot of standard conditions to check things like gender to condition dialogue lines. Not for all comments, but for a very large number. Some dialogue is also conditioned on faction checks (e.g., Dibella, thieves), and some on guard status or job type, and some on race. Some dialogue is also conditioned on voice type. In particular, there are two old male and two old female voice types, and I use these to give some comments only to the young or only to the old. So, it would be possible for me to further condition the dialogue on voice types or other criteria. As you mention, I could further limit additional dialogue to men or women, young or old, or to Nords, etc. As one example, I could globally exclude anyone with a unique voice from giving comments. Or perhaps the voice pack makers are already doing this? If they are, this would stop such actors from having unvoiced lines. If they are not, then this would cut voice pack sizes in half.
51offthescale Posted August 11, 2024 Posted August 11, 2024 22 minutes ago, Gristle said: Or perhaps the voice pack makers are already doing this? If they are, this would stop such actors from having unvoiced lines. If they are not, then this would cut voice pack sizes in half. In my pack unique actors don't have voice lines for general comments. 1
Gristle Posted August 11, 2024 Author Posted August 11, 2024 39 minutes ago, comrade135 said: hey im new to this, but im playing the Markarth quest (mod version 3.6se), where i have to walk not fast travel to Solitude, and Lilian is stuck on her horse. so when i got to the 1st point after Dragon Bridge she flys off. is there a console command i can use to progress? I could look it up, but you should both be on foot. Lillian needs to force greet you on the path and this won't work on horseback. 1
comrade135 Posted August 11, 2024 Posted August 11, 2024 5 minutes ago, Gristle said: I could look it up, but you should both be on foot. Lillian needs to force greet you on the path and this won't work on horseback. i am on foot, but the horse seems to be tied to her. when progressing the disrobe she stands on the horse during animation. she did force greet then cart-wheeled into the sky lol. im using the Nefaram pack. let me try an even older save, cause she defaults to being on horseback whenever im outside, even in cities sometimes
Gristle Posted August 11, 2024 Author Posted August 11, 2024 15 minutes ago, comrade135 said: i am on foot, but the horse seems to be tied to her. when progressing the disrobe she stands on the horse during animation. she did force greet then cart-wheeled into the sky lol. im using the Nefaram pack. let me try an even older save, cause she defaults to being on horseback whenever im outside, even in cities sometimes This mod isn't giving her a horse, so you'll need to switch off whatever mod or mod feature is giving her a horse.
comrade135 Posted August 11, 2024 Posted August 11, 2024 18 minutes ago, Gristle said: This mod isn't giving her a horse, so you'll need to switch off whatever mod or mod feature is giving her a horse. understood, thank you
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