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DoubleCheeseburger's xVASynth Based Mod Voicification Thread


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Posted
On 4/14/2022 at 2:15 AM, oiquwtpiouepwqou said:

Running into an issue with the exporter script. I'm not familiar with python unfortunately but it appears the issue is that the script doesn't handle "Additional Valid Voice Types For Export" property on Quest Aliases in at least one scenario.

 

In my case I have four top-level dialog branches that are exclusive to specific Quest Alias speakers. Three of these four are conditional on quest aliases that point to unique actors but the last one is conditional based on an optional unfilled-by-default alias. Each of those top-level dialog branches has their response line exported to the csv correctly for the expected voices (including all of the voices in the "Additional Valid Voice Types" list for that particular alias' branch).

 

However, those branches then link to a set of shared topics in a different branch. All the lines in those topics are not exported to the csv for the voices in the alias "Additional Valid Voice Types" list (for the optional unfilled-at-start alias mentioned above). They are only exported for the individual voice types of the other quest aliases that are pointing at unique actors.

 

I'm not sure if there is a way to make that happen in the export script or if I have to rethink my dialog layout instead. I will note that the expected voice types appear when viewing the dialog responses in the creation kit.

Can't say anything right off the bat. Can I download the .esp from somewhere so I could see what's going on for myself?

 

On 4/18/2022 at 11:35 AM, matekun said:

I hope you can find time to update Sexlab approach,most of the dialogue lines are more polished in the 2.12 version,and is not reflecting what the voices say.

Thank you for this hard work.

On 4/18/2022 at 1:20 PM, Oblivion_Cat said:

BaboDialogue is up to v4.401 on the patreon page

https://www.patreon.com/posts/babodialogue-4-60727146

 

The mod also has options to activate player monologue. Those are currently unvoiced.

On 4/18/2022 at 1:23 PM, Oblivion_Cat said:

Sexlab Horrible Harassment Expansion LE/SE 3.67

https://www.loverslab.com/files/file/6217-sexlab-horrible-harassment-expansion-lese/

 

Has added some new lines since last voice files.

 

Will update voice files this week hopefully. Thanks!

Posted

Updated:

 

 

On 4/15/2022 at 2:29 AM, bakedpugtatoes said:

Could we get an update for The Ancient Profession 0.10, pretty please? ?

Looks like it's available here now: 

 

Posted
14 hours ago, DoubleCheeseburger said:

Updated:

 

 

Looks like it's available here now: 

 

That one is for 0.7, it's 3 versions behind. I hope Executaball can fit the 0.10 update into his schedule soon, I really like The Ancient Profession.

Posted

since no one do it I did it myself, this is my first attempt to create voicepacks also there are outdated xvasynth voicepacks I used to made this but the quality's pretty good, hope you guys don't mind

 

Posted

I have some other voicepacks I want to conpact into BSA archives to decrease load time, and the original mod is in loose file. After I use CAO to create the BSA and the dummy esl for the voicepack, what should I do with the esl? Do I add the original mod as its master esp? and do I need to delete anything in the original mod? Sorry if this is a lot of questions.

Posted (edited)
6 hours ago, clesh2311 said:

I have some other voicepacks I want to conpact into BSA archives to decrease load time, and the original mod is in loose file. After I use CAO to create the BSA and the dummy esl for the voicepack, what should I do with the esl? Do I add the original mod as its master esp? and do I need to delete anything in the original mod? Sorry if this is a lot of questions.

you can just pack it with the same name as the original mod without the ".esp" ofc, in my case "Devious Lore.bsa" and you're good to go also you might want to uninstall the loose voice files first

Edited by RamonXick
  • 2 weeks later...
Posted (edited)

@DoubleCheeseburger I'm trying to export dialogue from Buxom Wench Yuriana, using your script (version 3.20, which was the latest I could find) and keep getting an error: 

 

image.png.fe3316429db2efd8a446eacb0e927e7e.png

 

I've generated voice for dozens of mods in my load order thanks to your script and instructions (thank you!) and this is the first time I encounter this error. It tried clearing the cache folder and even removed the script altogether and reinstalled it. Any ideas on how to fix this? My only guess is that the mod might contain some weird characters in dialogue lines but couldn't find any. This is what the script line 497 looks like:

 

image.png.03da216fb65164c82ba83455264141db.png

 

Maybe it's as simple as declaring that variable somewhere, but I don't know where and how to do it...

Edited by petronius
Posted (edited)

It worked! I'm posting an image of my "fix" in case someone else encounters the same error, or you want to update the script. Not posting the updated script because a) I could be using an older version and this may have already been addressed and b) my "fix" might be breaking something else, or missing the real issue altogether, as I was prying my memory of pascal from more than 25 years ago and have no idea what I was doing, haven't even read the entire script at all. Since the error message was complaining about an undeclared identifier, I added sceneAction to the function declared variables (highlighted in the image, line number at the bottom), and it ran without an error. Edited and saved within xEdit.

 

image.png.08a718238e807c5677b0b9dca301f136.png

Edited by petronius
Posted

I believe Sexlab fame is missing comments from certain NPCs, like Khajiits specifically, but many other various NPCs as well
Is there just too many variations of voices to have every voice file for every NPC?
or a different reason?

Posted
On 6/8/2022 at 3:30 PM, petronius said:

It worked! I'm posting an image of my "fix" in case someone else encounters the same error, or you want to update the script. Not posting the updated script because a) I could be using an older version and this may have already been addressed and b) my "fix" might be breaking something else, or missing the real issue altogether, as I was prying my memory of pascal from more than 25 years ago and have no idea what I was doing, haven't even read the entire script at all. Since the error message was complaining about an undeclared identifier, I added sceneAction to the function declared variables (highlighted in the image, line number at the bottom), and it ran without an error. Edited and saved within xEdit.

 

image.png.08a718238e807c5677b0b9dca301f136.png

Thank you so fucking much! I was troubled by this very problem! 

Posted
On 6/8/2022 at 9:30 AM, petronius said:

It worked! I'm posting an image of my "fix" in case someone else encounters the same error, or you want to update the script. Not posting the updated script because a) I could be using an older version and this may have already been addressed and b) my "fix" might be breaking something else, or missing the real issue altogether, as I was prying my memory of pascal from more than 25 years ago and have no idea what I was doing, haven't even read the entire script at all. Since the error message was complaining about an undeclared identifier, I added sceneAction to the function declared variables (highlighted in the image, line number at the bottom), and it ran without an error. Edited and saved within xEdit.

 

image.png.08a718238e807c5677b0b9dca301f136.png

Many thanks. Same problem here and worked now.

  • 2 weeks later...
Posted

I have a recurring issue with Voice Packs.

I enjoy the new voices very much (I like my Skyrim as voiced as possible), but then I found the following issue.

 

Most mods (voice packs) provide with the same sentence for almost all available vanilla voices (and some times more)... and the fact is, most of the time, just one voice for every sentence is needed.

 

As an example Dovahkiin's Infamy voice pack is more than 1GB in voice files... but then, as this is a quest based mod.. most sentences are played only ONCE and by ONE CHARACTER (NPC)... The pack author actually included 32 different voices, when basically only 1 per sentence was needed (almost 95% of the time or more).

I begun the process of trimming this mod myself, but it is quite a cumbersome task (I already reduced it to less than 100MB and there's still work to be done).

Is there a way to automate this?

 

I could save like 6GB in my load order (taking in consideration all the voice mods I use), not to mention to reduce the load time and memory consumption a bit (I already verified this), as the BSA files map take space in memory, and take a handsome time to be loaded (the map) into memory when the game starts.

Posted (edited)
20 hours ago, rmaku said:

I have a recurring issue with Voice Packs.

I enjoy the new voices very much (I like my Skyrim as voiced as possible), but then I found the following issue.

 

I have a lot of voice packs myself. I agree that they add a lot to the game.

 

20 hours ago, rmaku said:

Most mods (voice packs) provide with the same sentence for almost all available vanilla voices (and some times more)... and the fact is, most of the time, just one voice for every sentence is needed.

 

You can do that, but remember, the voice packs don't assign voice types to npc's. The game and the original mod authors do that. So anything you delete from a voice pack means an npc won't be voicing that line. Some npc's might, but not all and you'll see a lot more subtitles. If you don't mind that, then I'm going to make a suggestion you can feel free to ignore (especially if it's not possible or feasible to do): stick to the more generic lines and don't keep one voice type for all lines. That way you can keep some variety in the voices you hear. ?

Edited by Seeker999
Posted (edited)
On 5/27/2022 at 8:30 AM, XarisZ said:

Will you update SexLab Eager NPCs now that xVASynth has newer version?

Yes, Some NPCs have no voice, such as Skjor.

Can DoubleCheeseburger please update the "SexLab Eager NPCs" and "SexLab Romance"? thanks.

Edited by good0593
Posted

Is there a google drive link or some equivalent for the babodialogue voices?  I seem to get a browser storage full error when downloading it from MEGA and it isn't going away no matter what I try.

Posted (edited)

Similarly with the sexlab approach redux voices.  Through the mega app, I have a 2gb daily limit for free transfers to my machine and most of these files are over that limit.

Edited by stonedhippsos
  • 2 weeks later...
Posted

Does anyone have LE version of BSA for SLSF Fame Comments? I love the sound pack but this is the only big one where I don't have BSA version and it defnitely impacted my loading times. Or at least can point me in the direction of a guide how to do it myself? I can find BSA tutorial but nothing about sounds and I remember there being something different about making BSA's with sounds, google is being mightly unhelpful, and if possible a way to do it without creation kit as I have 0 experience with it. I deleted all female voices to make it lighter for now, the loading time currently is not ruining the game but if something ever pops up that makes loading longer for whatever reason it might help it push into unbearable territories.

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