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DoubleCheeseburger's xVASynth Based Mod Voicification Thread


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Posted (edited)
33 minutes ago, 51offthescale said:

 

Hey did you ever figure this out? I'm not sure why I am getting this even though I previously managed to extract the dialogue for the whole mod.

AFAIK I didn't change anything significant and it now works? Pretty sure all I did was remove the previous output csv and cache, after a couple more failed attempts the script ran through the mod successfully.

Edited by 51offthescale
Posted (edited)

I have already asked in the Simple Slavery thread, but haven't got any feedback yet: I have generated a xVASynth voice pack for the latest SS++ version using MisterX's SSEEdit export script. Most of the lines seem to be ok, but a few are still silent. Please see my post here for more detailed information: https://www.loverslab.com/topic/148601-simple-slavery-plus-plus/?do=findComment&comment=4440731

 

Anyone has an idea on how to solve this issue?

Edited by Gudulba
Posted
16 hours ago, Gudulba said:

I have already asked in the Simple Slavery thread, but haven't got any feedback yet: I have generated a xVASynth voice pack for the latest SS++ version using MisterX's SSEEdit export script. Most of the lines seem to be ok, but a few are still silent. Please see my post here for more detailed information: https://www.loverslab.com/topic/148601-simple-slavery-plus-plus/?do=findComment&comment=4440731

 

Anyone has an idea on how to solve this issue?

UPDATE: I think I have solved it. I just generated the MaleCoward lines also with the MaleNordCommander voice.

Posted
9 hours ago, Gudulba said:

UPDATE: I think I have solved it. I just generated the MaleCoward lines also with the MaleNordCommander voice.

Does this mean you aren't using a dummy .esp? If you assigned voices to an npc who did not have a voice assigned (or changed voice assignments), then there might be problems down the road with SS++. IMO it's better to have those lines unvoiced until the mod author assigns a voice themselves. There might not be a problem, but ... If you created voice files but didn't change the voice assignment, I don't know if they'll actually be heard.

Note: not a modder myself, so keep that in mind.

 

BTW, I think the List is now current with all your work. Thanks!

Posted
On 8/14/2024 at 7:24 PM, Seeker999 said:

Does this mean you aren't using a dummy .esp? If you assigned voices to an npc who did not have a voice assigned (or changed voice assignments), then there might be problems down the road with SS++. IMO it's better to have those lines unvoiced until the mod author assigns a voice themselves. There might not be a problem, but ... If you created voice files but didn't change the voice assignment, I don't know if they'll actually be heard.

Note: not a modder myself, so keep that in mind.

 

BTW, I think the List is now current with all your work. Thanks!

Yes, using dummy esp and bsa. For this particular issue, I just created additional voice files and didn't change the voice assignment. Maybe there is something wrong in the SS++ esp regarding voice assignment. I don't know. Not a modder myself either 🙂

  • 5 weeks later...
  • 3 weeks later...
Posted

Heyho, one question to @DoubleCheeseburger or another skilled Pascal programmer:

 

Is there a way to identify the lines before and after a specific line? Eg for longer monologues the lines before and after the current one. Or the text the user chose a the line before. Or maybe the the answer for a NPC dialogue scene?

 

I know this might be complicated to achieve but I think it could help in the future with newer TTS models that are more context aware, to get fitting emotions.

  • 8 months later...
Posted
On 6/19/2021 at 11:54 PM, DoubleCheeseburger said:
  • 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;

 



Hi, my friend! DoubleCheeseburger
Referring to you Voicepack creating guide from 2022.
Is it possible to use Creation Kit Platform Extended for Skyrim to generate .LIP files instead of SSE CreationKit Fixes because I can't find a way to use  SSE CreationKit Fixes  with 1.6.1170 version of Skyrim SE.

Posted
On 6/17/2025 at 4:51 PM, Velessir said:



Hi, my friend! DoubleCheeseburger
Referring to you Voicepack creating guide from 2022.
Is it possible to use Creation Kit Platform Extended for Skyrim to generate .LIP files instead of SSE CreationKit Fixes because I can't find a way to use  SSE CreationKit Fixes  with 1.6.1170 version of Skyrim SE.

 

It should be, platform extended is the creation kit fixes for the later versions of the game. It should include everything, and more.

  • 2 months later...
Posted
On 1/26/2022 at 5:28 AM, rmaku said:

Not sure if you accept requests...

 

But "Follow Me For Sex" is a mod that could really use some nice voices.

Has anyone ever made a Voice pack for this mod?? IM me if you have one 

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