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DoubleCheeseburger's xVASynth Based Mod Voicification Thread


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Posted
16 hours ago, Karkhel said:

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.

The only thing special about sounds in BSAs is that you can't compress them.

  • 2 weeks later...
Posted (edited)

Heyho,

I've patched and updated DoubleCheeseburger's extraction script a bit.

Original source: 

 

CHANGES v3.3:

- All supported Skyrim voices as up to today (12. Aug 2022) are double checked as added (83 in total, including dragon voices)

- ADDED Batch processing of all loaded plugins. Now mark all plugins in xEdit you want to process and let the script run once! Still outputs individual files

- ADDED optional voice lines for player (Heyho Sexist Guards) - currently generic female voices are used (could be changed to male voices on l. 168)

- CHANGED trusted plugins to include the AE cc plugins as well as the Unofficial Skyrim Modders Patch

- FIXED the creation of an output file, now only creates one when at least one line is found

- FIXED the missing actionScene variable (Buxom Wench Yuriana bug ^^)

 

CHANGES v3.4

- ADDED { and } as symbols to ignore

- ADDED the option to use male voices for player lines

- CHANGED the explanation for player lines to better explain what and when it will be used

 

To install, just overwrite the original file. The main installation archive still is required for the cache folder structure!

Manual configuration at the top of the scripts is REQUIRED, to correctly set output paths, etc.

 

All credit goes to @DoubleCheeseburger for the excellent original script and all the main work!

 

 

xVASynth Dialogue Export-3.4.7z

Edited by Mister X
Updated the file to v3.4
Posted
On 8/12/2022 at 7:13 AM, Mister X said:

Heyho,

I've patched and updated DoubleCheeseburger's extraction script a bit.

Original source: 

 

CHANGES:

- All supported Skyrim voices as up to today (12. Aug 2022) are double checked as added (83 in total, including dragon voices)

- ADDED Batch processing of all loaded plugins. Now mark all plugins in xEdit you want to process and let the script run once! Still outputs individual files

- ADDED optional voice lines for player (Heyho Sexist Guards) - currently generic female voices are used (could be changed to male voices on l. 168)

- CHANGED trusted plugins to include the AE cc plugins as well as the Unofficial Skyrim Modders Patch

- FIXED the creation of an output file, now only creates one when at least one line is found

- FIXED the missing actionScene variable (Buxom Wench Yuriana bug ^^)

 

To install, just overwrite the original file. The main installation archive still is required for the cache folder structure!

Manual configuration at the top of the scripts is REQUIRED, to correctly set output paths, etc.

 

All credit goes to @DoubleCheeseburger for the excellent original script and all the main work!

 

xVASynth Dialogue Export.pas 38.14 kB · 7 downloads

This player voice feature will work for the mod horrible harassment when the player is been grabbed?

Posted (edited)

Another thing is that the simbols "{" and "}" also need to be added in the expression filter. When I was doing the voice patch for 3DNPC plugin I was getting errors and the Xvasynth creator Danruta said the those simbols are used for other function on the app.

 

jus add the line filterRegExps.Add('\{.*?\}'); in Text filtering regular expressions section.

Edited by devildx
Posted
On 8/12/2022 at 7:13 AM, Mister X said:

 

- ADDED optional voice lines for player (Heyho Sexist Guards) - currently generic female voices are used (could be changed to male voices on l. 168)

Just tested here on sexlab horrible harassment and found zero new lines.?

Posted
On 6/19/2021 at 9:54 PM, DoubleCheeseburger said:

How to Make Voice Files Yourself

 

This is my approach to making voice files for various mods written step by step.

During this guide I'm gonna generate voice files for Death Alternative - Your Money or Your Life for Skyrim Special Edition which comes with daymoyl.esm as an example, but the same process applies for any other plugin. Moreover, it should work Skyrim Legendary Edition and probably Fallout 4 too.

 

 

 

Getting Ready

 

Through out this guide I'm gonna be using various software.
For your convenience here is the complete list of tools I'm gonna be using:

  • xVASynth for text to speech synthesis. More specifically, SKVA Synth;
  • FFmpeg for post processing of generated audio files;
  • xEdit (also known as SSEEdit) for exporting dialogue lines from the plugin;
  • Mod Organizer 2 for mod management. Even though any other mod manager should do the job too, this guide will assume that you use Mod Organizer 2;
  • Creation Kit x64 with SSE CreationKit Fixes installed and FonixData.cdf from Legendary Edition placed in "Skyrim Special Edition\Data\Sound\Voice\Processing" directory for lip sync (.lip) files generation;
  • Unfuzer CPP Edition for packing .wav and .lip files into .fuz;
  • Sublime Text for configuring dialogue export script (but any text editor will do too).

There are plenty of guides on the Internet on how to install every program from this list, so I'm not gonna cover this here.

 

 

 

Getting xVASynth Ready

 

It's important to configure xVASynth so it generates voice files in the appropriate for Skyrim (and probably Fallout 4) format.

 

1. Launch xVASynth.

 

2. Open settings by clicking on the cog icon on top right:

  Reveal hidden contents

357522762_Screenshot2021-06-19234311.png.7bc87664116ad79b9eaf35082eaf2f9a.png

 

3. Make sure that the "Use ffmpeg post-processing (requires ffmpeg >=4.3)" checkbox is checked.

Make sure that the "Audio format (wav, mp3, etc)" field contains "wav".

Make sure that the "Audio sample rate (Hz)" field contains "22050".

Make sure that the "Audio bit depth" field contains "pcm_s16le":

  Hide contents

129251868_Screenshot2021-06-19234732.png.09bd4e4fc6f979b266466eea5e1ca684.png

 

 

 

Getting xVASynth Dialogue Export xEdit Script Ready

 

This is my personal xEdit script that allows to easily export dialogue lines from any plugin in the xVASynth ready format.

It also offers easy way to update voice files whenever plugin or xVASynth voice list get updated without necessity of doing the whole process from scratch by creating cache files.

 

 

Installation

 

1. Download archive from this post.


2. Unpack it into your xEdit folder next to other scripts. In my case it's "F:\Program Files (x86)\SSEEdit\Edit Scripts".

 

 

Configuration

 

Before you can use the script there is some configuring that needs to be done.

 

1. Open xVASynth Dialogue Export.pas with any text editor. The Initialize function contains some basic script settings.

 

2. Find audioOutputPath. This is the audio output directory. Specify your desired destination where all generated audio files will be stored. I like to generate audio files directly into Mod Organizer mods folder, so in my case, since I'm doing voice files for Death Alternative, it's going to be: "D:\MO2\Mods\Death Alternative - Your Money or Your Life 7.0.1a.2 Voice Files"


3. Find skvaVoiceIds.CommaText. This property basically contains comma separated list of available voice models in the <xVASynth Voice ID>=<Game Voice ID> format. Add or remove voices from the list according to your xVASynth voice models list.

 

4. Find maleVoices.CommaText and femaleVoices.CommaText. These properties contain the list of comma separated game voices grouped by sex. Add or remove voices from the list according to your xVASynth voice models list.


5. Optionally find filterText. If True, the script will filter out some parts of the text using the regular expressions listed below. Generally, you want to keep this variable True.


6. Optionally find cachePath. Adjust path for the cache files.


7. Optionally find outputPath. Adjust output path for the xVASynth ready batch files.

 

8. Optionally find trustedVoicedPlugins.CommaText. Specify popular mod dependencies that have their dialogues voiced. For Skyrim the default value should work just fine.

 

 

 

Creating Voice Files

 

Exporting Dialogue Lines

 

1. Launch xEdit.

 

2. Load your load order.

 

3. In the plugin browser find the mod you're making voice files for. In my case it's daymoyl.esm.

 

4. Right click on it and choose "Apply Script...":

  Hide contents

397096734_Screenshot2021-06-18182730.png.9fe51ba45943b452d098766970ddc0c5.png

 

5. In the Apply Script popup find "xVASynth Dialogue Export" script and press OK:

  Hide contents

1504797386_Screenshot2021-06-19221109.png.a67b2fbd0e2354467ea5058afff8bf96.png

 

6. Wait while script does its job. The more dialogue lines in plugin the longer process will be. The process will be slower if cache file for the plugin is present, because script will have to compare each dialogue line against those contained in cache file.

One the process is completed the script will print something like this in the "Messages" tab:

  Hide contents

1169513217_Screenshot2021-06-18183239.png.d1b3893a550b2b59ecfbf095e39f871e.png

The generated file(s) will be placed in the "xVASynth Dialogue Export" xEdit folder. In my case it's "F:\Program Files (x86)\SSEEdit\Edit Scripts\xVASynth Dialogue Export\daymoyl.esm-1.csv".

 

 

Synthesizing Voice Files

 

Now it's time for speech synthesis using xVASynth itself.

 

1. Launch xVASynth.


2. Open batch synthesis by clicking on the table icon on top right:

  Reveal hidden contents

605395395_Screenshot2021-06-19222737.png.ce8daf1236945d99b30d648bb5a2a63e.png


3. Drag .csv file made by xEdit script and drop it into xVASynth's drop zone.

Output directory doesn't matter as the .csv contains all the necessary path information.


5. Once .csv file is processed, press "Synthesize Batch" and wait while xVASynth does its job.

  Hide contents

image.png.4f231b5ac4fc645c3fbbd0d1278ee110.png

xVASynth will start generating .wav files.

 

 

Creating Lip Sync Files

 

1. Activate mod that contains voice files in Mod Organizer 2. If you don't see it, select any mod in the left pan and press F5.

 

2. In Mod Organizer 2 configure new executable for Creation Kit. In the "Arguments" field type -GenerateLips:<Plugin name>. In my case it's "-GenerateLips:daymoyl.esm". My final executable settings looks like this:

  Hide contents

659813166_Screenshot2021-06-19224205.png.e3add3c49b51db43985fc5632d1dd28c.png

 

3. Launch new Creation Kit executable. Creation Kit will start to generate .lip files for the specified plugin. Generated files will be placed to the overwrite mod. In my case it "C:\Users\admin\AppData\Local\ModOrganizer\SkyrimSE\overwrite\sound\Voice".

 

4. Eventually Creation Kit will go through all dialogue lines and close itself. Now it's time to verify the result.

First, compare number of files in xVASynth output directory with number of files in Creation Kit output directory. In my case it's  "D:\MO2\Mods\Death Alternative - Your Money or Your Life 7.0.1a.2 Voice Files\sound\Voice\daymoyl.esm" and "C:\Users\admin\AppData\Local\ModOrganizer\SkyrimSE\overwrite\sound\Voice\daymoyl.esm". Ideally, both numbers should be the same. But sometimes Creation Kit refuses to generate .lip files for some reason. There is no unified process of figuring out why this happens. In most cases it's due to faulty dialogue conditions. Some plugins modify dialogue lines from the original Skyrim (which is weird on itself considering that original voice line will remain untouched), in this case Creation Kit won't generate .lip file too.

 

5. Once everything is verified and resolved, copy .lip files from Creation Kit output directory ("C:\Users\admin\AppData\Local\ModOrganizer\SkyrimSE\overwrite\sound\Voice\daymoyl.esm" in my case) to xVASynth output directory ("D:\MO2\Mods\Death Alternative - Your Money or Your Life 7.0.1a.2 Voice Files\sound\Voice\daymoyl.esm") respecting the folder structure. If everything is done correctly every .wav file will be paired with the .lip file:

  Hide contents

image.png.853799996a2877af00b4271687692bec.png

 

 

 

Packing Files in .fuz

 

1. Launch Unfuzer.

 

2. Point it to the earlier created Mod Organizer 2 mod folder in the "Folder to parse" option. In my case it's "D:\MO2\Mods\Death Alternative - Your Money or Your Life 7.0.1a.2 Voice Files".

 

3. Make sure that "Parse subfolders", "Recursively" and "Process .lip files" checkboxes are all checked.

 

4. Press "Refuz (Wav->Xwm->Fuz)".

 

Unfuzer will start to pack .wav and .lip pairs into single .fuz file.

 

 

Finishing

 

All done! Your mod should be voiced now.

Previously generated .csv file(s) (in my case daymoyl.esm-1.csv) can be (and probably should be) deleted now. But keep cache file in the "Edit Scripts\xVASynth Dialogue Export\cache" folder. It will come handy when you decide to update voice files for new version of the mod or new xVASynth voices.

 

Optionally share your work with others. :)

 

 

 

 

 

 

 

xVASynth Dialogue Export v3.2.zip 7.36 kB · 200 downloads

Hello using your method is there anyway i can get the player dialogue so i can use it with Fus Roh Bork and batch all the player dialogue for mods as its a strain on xvasyth, great tutorial by the way 

Posted
18 hours ago, devildx said:

Another thing is that the simbols "{" and "}" also need to be added in the expression filter. When I was doing the voice patch for 3DNPC plugin I was getting errors and the Xvasynth creator Danruta said the those simbols are used for other function on the app.

 

jus add the line filterRegExps.Add('\{.*?\}'); in Text filtering regular expressions section.

 

Can do that, no problem 

 

17 hours ago, devildx said:

Just tested here on sexlab horrible harassment and found zero new lines.?

 

For that to work, the player has to be set explicitely as speaker. Sorry, should have mentioned that ?

Posted

@devildx I've uploaded a new version with your fix and a few changes.

Probably still won't work with Horrible Harassment though, as long as those lines don't have explicitely the player set as speaker

Posted

hi all i was just wondering if it is at possible to have a script that just grabs the player dialogue as i wasnt to use a different voice for the player character is the any chance of this? Thankyou this is great stuff making play through so much better.

Posted

Hi all i was extracting dialogue for SLSF which has alot of comments and i got this error in the script and it never finished:

 

 Exception in unit  line -1: Error in unit 'xVASynthDialogueExport' on line 132 : Undeclared Identifier 'Count'

Error during Applying script "xVASynth Dialogue Export": Error in unit 'xVASynthDialogueExport' on line 132 : Undeclared Identifier 'Count'

 

is there something i need to change in the script ?

 

any help at all be much appreciated

 

Thanks 

  • 4 weeks later...
Posted
On 8/12/2022 at 7:13 AM, Mister X said:

Heyho,

I've patched and updated DoubleCheeseburger's extraction script a bit.

Original source: 

 

CHANGES v3.3:

- All supported Skyrim voices as up to today (12. Aug 2022) are double checked as added (83 in total, including dragon voices)

- ADDED Batch processing of all loaded plugins. Now mark all plugins in xEdit you want to process and let the script run once! Still outputs individual files

- ADDED optional voice lines for player (Heyho Sexist Guards) - currently generic female voices are used (could be changed to male voices on l. 168)

- CHANGED trusted plugins to include the AE cc plugins as well as the Unofficial Skyrim Modders Patch

- FIXED the creation of an output file, now only creates one when at least one line is found

- FIXED the missing actionScene variable (Buxom Wench Yuriana bug ^^)

 

CHANGES v3.4

- ADDED { and } as symbols to ignore

- ADDED the option to use male voices for player lines

- CHANGED the explanation for player lines to better explain what and when it will be used

 

To install, just overwrite the original file. The main installation archive still is required for the cache folder structure!

Manual configuration at the top of the scripts is REQUIRED, to correctly set output paths, etc.

 

All credit goes to @DoubleCheeseburger for the excellent original script and all the main work!

 

 

xVASynth Dialogue Export-3.4.7z 7.05 kB · 11 downloads

Tried here the 3.3v on sexist guards v.2.91SE but the player dialog is still silent. Can you post only the female player voice files here?

  • 4 weeks later...
Posted

Is there an alternative link to SLSFFameComments 3.31 Voice Files.zip I can use I really don't want to have to wait 5 hours before I can download the last 400MB

  • 3 weeks later...
  • 1 month later...
Posted

lastes version of Sexlab Horrible Harassment Expansion (Baka version) is 3.701, but your thread is 3.67
and lastest version of Sexlab Approach Redux is 2.7, but your thread is 2.12

Can you give me newer versions?

  • 5 weeks later...
  • 4 weeks later...
Posted (edited)
On 1/12/2023 at 9:32 PM, assassin394 said:

Is it safe to pack those voice files into BSA? I use  SLSF Fame Comments voice pack which is over 5GB in size and it increase the load time significantly.

 

I used Cathedral Asset Optimizer for exactly this reason on all the voice packs. Works perfectly. However, each BSAed voice pack will require an ESP in your load order (CAO should handle this for you from memory). Since the SLSF voice pack is so large (each BSA can only contain ~2GB) it ended up requiring 3 attached ESP to correctly load in-game.

Edited by LoverHater123
Posted
44 minutes ago, LoverHater123 said:

 

I used Cathedral Asset Optimizer for exactly this reason on all the voice packs. Works perfectly. However, each BSAed voice pack will require an ESP in your load order (CAO should handle this for you from memory). Since the SLSF voice pack is so large (each BSA can only contain ~2GB) it ended up requiring 3 attached ESP to correctly load in-game.

I did this ages ago, and it works a treat. Load times with loose files adds up. BSA's brings load time down to damn near vanilla loading times.

Posted
2 hours ago, LoverHater123 said:

 

I used Cathedral Asset Optimizer for exactly this reason on all the voice packs. Works perfectly. However, each BSAed voice pack will require an ESP in your load order (CAO should handle this for you from memory). Since the SLSF voice pack is so large (each BSA can only contain ~2GB) it ended up requiring 3 attached ESP to correctly load in-game.

 

In Skyrim SE\AE you can flag the BSA loader ".esp" as ESL, and it will not use a primary index slot.  With xEdit or in Vortex (mark it Light).

 

In Skyrim LE you can name the BSA as any esp that do not have a BSA, and the game will load the BSA. No need for extra esp.

This also applies to SkyrimSE/AE.

The name of the BSA do not matter, only that is named like any other active esp without conflicting BSA.

 

You can also add the BSA to the "skyrim.ini" sResourceArchiveList2 list, and it will load without an esp.  Do not know the character count limit of that list.

 

 

 

Posted
On 7/30/2022 at 5:04 AM, Karkhel said:

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.

Not sure if you still need it but I'll leave this here anyway since I have it hosted. It is very easy to do it yourself though!

https://anonfiles.com/AeB840W7y7/SLSFFameComments_3.31_Voice_Files_7z

Like safado said you can change the names of the BSA files to ESPs without associated BSAs. Just make sure to delete/disable the appropriate dummy ESP afterward.

Posted
14 hours ago, LoverHater123 said:

Not sure if you still need it but I'll leave this here anyway since I have it hosted. It is very easy to do it yourself though!

https://anonfiles.com/AeB840W7y7/SLSFFameComments_3.31_Voice_Files_7z

Like safado said you can change the names of the BSA files to ESPs without associated BSAs. Just make sure to delete/disable the appropriate dummy ESP afterward.

I completely forgot about this messege, since then I figured it out, but thanks a lot for responding I mean it.

  • 3 weeks later...
Posted

My opinion on elvenlabs is if we gonna get any it would make the most sense to either use it to remake mods that are no longer being developed or to update voice packs that haven't been updated in a long time, otherwise its kinda waste of both money and time of the person doing it. I am curious about how bad the pricing gets because some of those voice packs get into pretty massive file sizes.

Posted (edited)
34 minutes ago, Karkhel said:

My opinion on elvenlabs is if we gonna get any it would make the most sense to either use it to remake mods that are no longer being developed or to update voice packs that haven't been updated in a long time, otherwise its kinda waste of both money and time of the person doing it. I am curious about how bad the pricing gets because some of those voice packs get into pretty massive file sizes.

Well there is a mod on nexus right now set out to making the player character voiced in the entire vanilla game using elevenlabs to generate the player choice dialogues. And he noted that it costed to $90+ for just one voice type. As you need to pay a starting subscription, and have to pay for more characters to generate as you're only given a certain amount with your subscription. Also keep in mind this is referring to the player choice dialogues from the base game, which usually aren't multiple sentences or paragraphs of explanation at a time.  imo Elevenlabs might be viable for small mods that aren't dialogue heavy, but big stuff like babodialogue is gonna be impossible unless you're a millionaire lol

Edited by markyknoof
Posted
6 minutes ago, markyknoof said:

Well there is a mod on nexus right now set out to making the player character voiced in the entire vanilla game using elevenlabs to generate the player choice dialogues. And he noted that it costed to $90+ for just one voice type. As you need to pay a starting subscription, and have to pay for more characters to generate as you're only given a certain amount with your subscription. Also keep in mind this is referring to the player choice dialogues from the base game, which usually aren't multiple sentences or paragraphs of explanation at a time.  imo Elevenlabs might be viable for small mods that aren't dialogue heavy, but big stuff like babodialogue is gonna be impossible unless you're a millionaire lol

Makes sense. BTW whats the voice the mod picked? I actually wasn't sure player voice packs were possible, I only knew Text to speech mod which sadly doesn't work all that well.

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