TrollAutokill Posted December 15, 2024 Author Posted December 15, 2024 (edited) 4 hours ago, Zushis said: I had this issue in the beginning but realized that the clear faction or clone actor option in the dialogue "Let's have a serious chat" resolved it. Note : Suggestion based on version 6 of DOM. Haven't Tried the new one yet. Saw the update just now but am not willing to loose 87 slaves in a stable gameplay! 😅 Clear faction works with 5, 6 and 7. You should definitely not update to 7 until its stable. Because you might have to migrate your slaves more than once. When 7 is ready I will come up with a migration at load game. Meanwhile, as stated in the change log, DOM 7 needs a new game or a clean save. Edited December 15, 2024 by TrollAutokill 1
TrollAutokill Posted December 15, 2024 Author Posted December 15, 2024 4 hours ago, Good Provider said: If I only enslave females, do I need the male voicepacks? You need the male voicepack if you want to hear them during family members interaction dialogues or when discussing with them with "Let's have a serious chat". 1
staineyy Posted December 15, 2024 Posted December 15, 2024 Hey, is there a switch to turn off those 'suprise! you're mine' dialogs? Its kinda annoying when they are applied on every npc that is potential follower, especially those orc slavers from TOH 1
Guest Posted December 15, 2024 Posted December 15, 2024 7 hours ago, Zushis said: I had this issue in the beginning but realized that the clear faction or clone actor option in the dialogue "Let's have a serious chat" resolved it. Note : Suggestion based on version 6 of DOM. Haven't Tried the new one yet. Saw the update just now but am not willing to loose 87 slaves in a stable gameplay! 😅 I tried this on the 7.1.6 version, and it seemed to help momentarily, but was not a permanent fix. I'll do some more testing later on.
TrollAutokill Posted December 15, 2024 Author Posted December 15, 2024 52 minutes ago, staineyy said: Hey, is there a switch to turn off those 'suprise! you're mine' dialogs? Its kinda annoying when they are applied on every npc that is potential follower, especially those orc slavers from TOH They should no be there on followers. Only if you told them "Follow me I need to show you something". The correct follower dialogue is "Follow me, I need your help.". But I will come up with a switch for the follow me dialogue line.
TrollAutokill Posted December 15, 2024 Author Posted December 15, 2024 41 minutes ago, FallenSully said: Olava doesnt have the quest dialogue for me in V7. Whats the ID of the first stage of the quest to trigger with console commands? It's a known bug for v7, I am on it. Meanwhile you can try to get the note from the cart on the road to Drela's or from Agnis. 2
staineyy Posted December 15, 2024 Posted December 15, 2024 42 minutes ago, TrollAutokill said: They should no be there on followers. Only if you told them "Follow me I need to show you something". The correct follower dialogue is "Follow me, I need your help.". But I will come up with a switch for the follow me dialogue line. Strange, but I did recruit him with the vanilla one, and there is no 'you can return to your duties' branch but only 'surprise...'
Good Provider Posted December 15, 2024 Posted December 15, 2024 On 12/2/2024 at 6:52 AM, wower2345 said: This is the official release of the most up-to-date voicepack as of version 7.1.4 Download the packs here: Female Generic: https://mega.nz/file/J6c22Jgb#JCXd0myAJ0Uqej0OlkKI0wDHnFZ2ZTJjqHfZYspKrmU Female Unique: https://mega.nz/file/BmdnEZrJ#aO8lHp9DugqOF2HEBqAvrGSPgHXKBISXc7kmjjQFbGk Male Generic: https://mega.nz/file/UjFU2YYT#3zWqgcdxO5kvinqybBP_1LUFoht3VJtc6gkmjIIoEYI Male Unique: https://mega.nz/file/Z3NnALwZ#u8OQPD1rPmVJuC7wdrjgOQCI6js7wH62KapYJnXw5IQ (The voicepack has been split into multiple parts for shorter download times for people who do not want everything.) (Female generic is stuff like female young eager, unique is for example Astrid or Serana, same for males) The generation was done with xtts instead of xVASynth, I hope an improvement should be noticeable. It is comprised of 76 voice types, with a total of 210000 voice lines, which should cover the vast majority of Vanilla and DLC characters. I edited the direct plugin export dataset used for the generation with some minor changes like typo corrections, elongation removal, and other minor refinements, for better quality of synthesized audio. I roughly tested it in my playthrough and overall I like it, but I'm open to any feedback (and/or issue reports). I'm attaching a couple of audio samples here too if anyone wants to hear what it sounds like before downloading it. samples.zip 1.27 MB · 27 downloads @wower2345 many thanks for the voicepacks. If you start at the sound directory, the .7z file could be used directly as a mod in MO2 and Vortex. Rename the file to "Diary Of Mine 7.1.6_SE_female generic.7z" and MO2, and I suspect Vortex, would auto-generate easily understood mod names. PS if you have scripts/makefile that automates the voice generation process, I would love to see it.
wower2345 Posted December 15, 2024 Posted December 15, 2024 (edited) 14 hours ago, Good Provider said: If I only enslave females, do I need the male voicepacks? Nope. Well, what Troll said above is true, I suppose there might be a couple of instances of the male voices being useful even with only female slaves though that depends on your playthrough. Edited December 15, 2024 by wower2345
wower2345 Posted December 15, 2024 Posted December 15, 2024 (edited) 21 hours ago, Good Provider said: @wower2345 many thanks for the voicepacks. If you start at the sound directory, the .7z file could be used directly as a mod in MO2 and Vortex. Rename the file to "Diary Of Mine 7.1.6_SE_female generic.7z" and MO2, and I suspect Vortex, would auto-generate easily understood mod names. PS if you have scripts/makefile that automates the voice generation process, I would love to see it. And I do have some scripts though I do have to warn you I didn't really make them with sharing it with other people in mind. But I'll try to give you a quick rundown. So first of all, generating voice lines with xtts especially this many can take abysmally long. If I had used my own GPU for that voicepack it would've taken around 120 hours. Because of that, I decided to use vast.ai to rent a couple of GPUs with an xtts template running on each. This way the generation took way less time but I had to make a script to be able to interact with each GPU instance. You need to have this thing set up on your computer if you want to do it locally. I'm attaching a screenshot with the folder structure (more or less) necessary for it to work. You need to have both xtts api server and gradio mantella xtts running before you start the generate_local script. Of course, you also need a trained voice type (you can follow the video guide on the xtts mod page to learn how to make one). And lastly, you need a .csv file that will contain a datasheet with all the voice files and their filenames, I'm attaching an example of one I use. If you want to use vast.ai as I did then first, put some audio files of the character's voice you want to be trained in the 'wav' folder, each named after that character according to what's written in the .csv file (so for example if you want to train Serana's voice you will put a sample of her voice named 'serana.wav' in there). After that, you will need to edit the upload.py script. First change the path to the wav folder, after that change the address of the vast.ai GPU (you can watch the video I linked before to see where that can be found). When you're done run the script to upload the audio files for each instance to be trained on. When each instance has successfully been trained on the files, you can run the generate.py script (remember to also change the addresses there). That should be all, the script will be running and will generate the voicefiles, with the necessary dialogue and filenames, for the voice specified in the .csv file. Voice Generation Scripts.rar Datasheet.rar Edited December 16, 2024 by wower2345 2
VaunWolfe Posted December 16, 2024 Posted December 16, 2024 Is there no longer any le conversions being worked on?
TrollAutokill Posted December 16, 2024 Author Posted December 16, 2024 17 minutes ago, VaunWolfe said: Is there no longer any le conversions being worked on? DOM 5.5 could be converted as it is the latest stable version. DOM 7 is WIP and should not be converted.
Gräfin Zeppelin Posted December 16, 2024 Posted December 16, 2024 35 minutes ago, VaunWolfe said: Is there no longer any le conversions being worked on? Sadly not for a while.
TrollAutokill Posted December 16, 2024 Author Posted December 16, 2024 (edited) 3 hours ago, VaunWolfe said: Is there no longer any le conversions being worked on? 2 hours ago, Gräfin Zeppelin said: Sadly not for a while. Come on gals and guys, it's time to move on! The new CK is like twice faster to use, and even more with perchik71 mod. I can't go back to LE modding. Edited December 16, 2024 by TrollAutokill 2
Guest Posted December 16, 2024 Posted December 16, 2024 On 12/15/2024 at 3:02 AM, Zushis said: I had this issue in the beginning but realized that the clear faction or clone actor option in the dialogue "Let's have a serious chat" resolved it. Note : Suggestion based on version 6 of DOM. Haven't Tried the new one yet. Saw the update just now but am not willing to loose 87 slaves in a stable gameplay! 😅 So I tried this, but it doesn't seem to have a lasting impact. I've also tried using the settings in the MCM to clear factions and crime factions on clone, but no luck there either. When I check which factions the slave is in via the console, it shows the bandit faction twice, and using the removefac console command doesn't seem to have an impact on that either. Still the same faction and rank after the running removefac, and cloning. I'm not totally versed in factions when it comes to Skyrim modding, I've really only done a couple of edits on certain things, like perks and such so I'm not entirely sure that this is helpful to you @TrollAutokill
Guest Posted December 16, 2024 Posted December 16, 2024 (edited) To be more clear they seem to be in BanditFaction as both rank 0 and rank -1 Edited December 16, 2024 by NotoriousGTW
FallenSully Posted December 16, 2024 Posted December 16, 2024 (edited) 1 hour ago, NotoriousGTW said: To be more clear they seem to be in BanditFaction as both rank 0 and rank -1 By any chance are you on AE? Also what version of DOM are you on? v5 or7? Im also having this issue where they are still set to their original faction even if the mod attempts to scrub that part of their data. Im willing to bet thats due to the mod referencing the Special edition script extender and not the AE one. Edited December 17, 2024 by FallenSully
Guest Posted December 17, 2024 Posted December 17, 2024 13 minutes ago, FallenSully said: By any chance are you on AE? Also what version of DOM are you on? v5 or7? Im also having this issue where they are set to their original faction if the mod attempts to scrub that part of their data. Im willing to bet thats due to the mod referencing the Special edition script extender and not the AE one. I'm on AE, version 7. That makes sense, but I don't see why even using the console to remove the faction doesn't have an effect.
FallenSully Posted December 17, 2024 Posted December 17, 2024 47 minutes ago, NotoriousGTW said: I'm on AE, version 7. That makes sense, but I don't see why even using the console to remove the faction doesn't have an effect. Thats a good question. Perhaps the mod interferes with that function in a way the console was not intended to handle (we know the mod directly controls it afterall) idk if thats possible of course, its just a theory, a game theory.
Guest Posted December 17, 2024 Posted December 17, 2024 31 minutes ago, FallenSully said: Thats a good question. Perhaps the mod interferes with that function in a way the console was not intended to handle (we know the mod directly controls it afterall) idk if thats possible of course, its just a theory, a game theory. Like I mentioned earlier, I'm a bit out of my depth. But my thought is that maybe bc the npc is in the bandit faction twice, it interferes with the way the removefac command works.
TrollAutokill Posted December 17, 2024 Author Posted December 17, 2024 5 hours ago, FallenSully said: Thats a good question. Perhaps the mod interferes with that function in a way the console was not intended to handle (we know the mod directly controls it afterall) idk if thats possible of course, its just a theory, a game theory. 5 hours ago, NotoriousGTW said: Like I mentioned earlier, I'm a bit out of my depth. But my thought is that maybe bc the npc is in the bandit faction twice, it interferes with the way the removefac command works. Those are two different factions, both named bandit faction. The one with rank -1 was correctly cleared, 0 means the actor is a member.
BabyRaccoon4473 Posted December 17, 2024 Posted December 17, 2024 (edited) Anyone have the DoM5 voice pack? The mega link is deadzge https://mega.nz/file/sj1wACoA#WeI08zDBVqbQyNd9ZPLteGMfvN06_eWNq-itXRVprTY Edited December 17, 2024 by NECESSARY3VIL
Guest Posted December 17, 2024 Posted December 17, 2024 43 minutes ago, TrollAutokill said: Those are two different factions, both named bandit faction. The one with rank -1 was correctly cleared, 0 means the actor is a member. They're two different factions with the same form id?
TrollAutokill Posted December 17, 2024 Author Posted December 17, 2024 8 minutes ago, NotoriousGTW said: They're two different factions with the same form id? With the same name, yes, there is one from Skyrim and one from one of the DLC. Same ID can also happen if one of the plugin was badly hacked.
FallenSully Posted December 17, 2024 Posted December 17, 2024 6 hours ago, TrollAutokill said: Those are two different factions, both named bandit faction. The one with rank -1 was correctly cleared, 0 means the actor is a member. I have an issue where if I capture a bandit other NPC's of the opposite factions would attack them (but not vice versa) even with the wipe all faction markers rules enabled that said I not officially making any more bug reports until I confirm Vortex isnt causing problems (which I grow more suspicious about every day) unless someone else brings it up.
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