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DoubleCheeseburger's xVASynth Based Mod Voicification Thread


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Posted
1 hour ago, monty359 said:

Great work! I use sofar several of your voicepacks. Like you said, the quality vary, but it is a big step up in immersion. Thank you very much!

 

I use like 12 Gb of voice files. This increased the loading times from 30-40 sec to over 2 min. One method to reduce the loading times again is to create .BSA files. I used CAO for creating BSAs and this for activating in MO2. The autor of the mod warns about creating sound .BSAs. I think CAO does not compact sound files. Anyway it worked for me and the loading times are much shorter again and the voicepacks are activated in game. What are your experiences with sound files and .BSAs? Anyoune any tips or other solutions?

 

cheers

This is what I started to experience too. I was suspecting that packing files into BSAs would probably fix it and now you proved me right. So thank you for trying it out. But now it's interesting that the mod author advises against packing sound files. Can't really think of the reason why.

Posted
3 hours ago, DoubleCheeseburger said:

This is what I started to experience too. I was suspecting that packing files into BSAs would probably fix it and now you proved me right. So thank you for trying it out. But now it's interesting that the mod author advises against packing sound files. Can't really think of the reason why.

Looks like CAO auto adds dummy plugins if you have the check box checked (It was already checked in mine).  Is there a reason to use the separate mod over CAO's?

 

Other not, couple of the voice packs I am using are not getting completely packed to a bsa due to bsa's having a 2gb limit. Need to split those if you want all the files in bsa's.

 

Still testing here, thanks for the suggestions, my load times were getting long as well and I wondered if it was voice file related ;O)

Posted

I used the dummy plugin on nexus but i ended up getting the same ctd errors ( I may have done something wrong) kept getting these..

 

Spoiler

Unhandled native exception occurred at 0x7FFD6F72F1F9 (SchlongsOfSkyrim.dll+F1F9) on thread 652!

FrameworkName: NetScriptFramework
FrameworkVersion: 10
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 14
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 30 May 2021 14:54:15.851

Possible relevant objects (3)
{
  [ 167]    BGSHazard(Name: `Fire`, FormId: 00109CE1, File: `Skyrim.esm`)
  [ 167]    Hazard(FormId: FF002D34, BaseForm: BGSHazard(Name: `Fire`, FormId: 00109CE1, File: `Skyrim.esm`))
  [ 320]    NiNode(Name: `WorldRoot CameraNode`)
}

 

so i used CAO's dummy plugin and it loads up fine.

Posted
4 hours ago, devildx said:

The Sexlab Solutions voices work on the Solutions Revised?

Yes, Revisited is based on the original and adds just 10 lines or something like that. So besides those 10 lines being muted, everything will work as if you were using original version.

 

2 hours ago, Dremora Lord said:

Looks like CAO auto adds dummy plugins if you have the check box checked (It was already checked in mine).  Is there a reason to use the separate mod over CAO's?

 

Other not, couple of the voice packs I am using are not getting completely packed to a bsa due to bsa's having a 2gb limit. Need to split those if you want all the files in bsa's.

 

Still testing here, thanks for the suggestions, my load times were getting long as well and I wondered if it was voice file related ;O)

I don't believe there is a reason to use separate mod, no.

Also, from my understanding you don't even need dummy file since plugins already come with the .esp. All you need is to name BSAs something like "PluginName - Sounds.bsa".

 

As for 2 Gb limit I wonder if naming BSAs like this would work:

PluginName - Sounds0.bsa

PluginName - Sounds1.bsa

PluginName - Sounds2.bsa

That's how archives in the base game are named.

 

All this comes from my understanding and needs to be tested though.

 

2 hours ago, pinkfluf said:

I used the dummy plugin on nexus but i ended up getting the same ctd errors ( I may have done something wrong) kept getting these..

 

Were you getting these during the startup or during the gameplay?

Posted
Quote

Were you getting these during the startup or during the gameplay?

Game started up correctly its only when i tried to load any save. It's all working now with the dummy CAO plugin can even hear slen voices :) thanks!

Posted (edited)
5 hours ago, pinkfluf said:

I used the dummy plugin on nexus but i ended up getting the same ctd errors ( I may have done something wrong) kept getting these..

 

  Hide contents

Unhandled native exception occurred at 0x7FFD6F72F1F9 (SchlongsOfSkyrim.dll+F1F9) on thread 652!

FrameworkName: NetScriptFramework
FrameworkVersion: 10
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 14
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 30 May 2021 14:54:15.851

Possible relevant objects (3)
{
  [ 167]    BGSHazard(Name: `Fire`, FormId: 00109CE1, File: `Skyrim.esm`)
  [ 167]    Hazard(FormId: FF002D34, BaseForm: BGSHazard(Name: `Fire`, FormId: 00109CE1, File: `Skyrim.esm`))
  [ 320]    NiNode(Name: `WorldRoot CameraNode`)
}

 

so i used CAO's dummy plugin and it loads up fine.

 

i had 4 ctds since i installed the bsas. Two of them had a netFramework log, two did not. I could not tie none of those to the presence of the bsas, aside, that i usually do not have that many ctds.

 

I did not know, that CAO can create the dummy esps. If the ctds persist, i will change the esps to the CAO varsons.

 

@DoubleCheeseburger i encountered today i quest in RadiantProstution without voiceover (Privat Show). Is it possible, that there are lines without voice over or is it my problem with the .BSA packing.

Edited by monty359
Posted
3 hours ago, DoubleCheeseburger said:

Yes, Revisited is based on the original and adds just 10 lines or something like that. So besides those 10 lines being muted, everything will work as if you were using original version.

 

If I'm not mistaken, Revisited actually adds significantly more than Gharol's Message, the description on the SE port is just not updated. On the LE page there's a fuller list of the quests that were added:

 

Quote

 

Spoiler

 

Gharol's Message - Please Lash as she has been ostracized from her tribe.

 

Cursed Tribe - Gularzob has noticed your wielding of a weapon gifted by Malacath himself, and wishes you strength to help their army for further generations.

 

Payment Delivery - Take off Bryling's mind on the late shipment.

 

Flight or Fight - Comfort Grosta, the newly-informed widow.

 

Skilled Apprentice - Ghorza can show more of here Orc ancestry than just smithing.

 

No One Escapes Cidhna Mine - Duach can give you skooma through pleasure.

 

Dungeon Delving - Amren would like to thank you for gifting back his father's sword.

 

Rare Gifts - Ysolda is more than pleased with your persuasive skills, andwouldn't mind waiting a little longer to show off her newly gained tusk.

 

Missing in Action - Thorland cannot describe how thankful he his for you getting him out of the Thalmor fort, so he instead shows it.

 

That Was Always There - not the sneaky type? Well all you have to do is get Viola to get a little closer than normal to slip the ring in it's rightful place.

 

Moss Mother Cavern - Valdr had loss everything to some measly beasts, help him forget about this horror just for one night.

 

Spread the Love - Show the true love Mara can give to others only if they seem interested in her belief.

 

Falion's Secret - Falion is practicing dark arts, so you show what dark arts you have in order to maybe save his reputation in Morthal.

 

Kill the Vampire - You saw through Sybille's hood, and saw her for the "filth" she is. Blackmail won't go far, but it might work if you show interest in what a vampire could do too.

 

 

 

Still, no pressure to add them of course, since it's still nice to have the voice lines from the base SL Solutions. ?

Posted
On 5/30/2021 at 9:02 AM, devildx said:

The Sexlab Solutions voices work on the Solutions Revised? 

 

Having voiced lines isn't just a matter of dropping the voice files into the mod. The ESP will need to be edited to point to the voices (i think), and I don't know how to do that, but if someone were to make a patch, I'll certainly host it with full credit given.

Posted

This is great! The wheels are in motion... and there's a lot of work to be done. I don't use any of those but hopefully someday PAHE, HSH, AYGAS and DoM get voiced.

Posted
16 minutes ago, Kalysto said:

This is great! The wheels are in motion... and there's a lot of work to be done. I don't use any of those but hopefully someday PAHE, HSH, AYGAS and DoM get voiced.

 

PAHE - Paradise Halls

HSH - (Paradise Halls) Home Sweet Home?

AYGAS -  I got nothing?

DoM - Also nothing?

 

@Kalysto Haven't come across the last 2 acronyms.

Posted
On 5/30/2021 at 11:42 PM, monty359 said:

@DoubleCheeseburger i encountered today i quest in RadiantProstution without voiceover (Privat Show). Is it possible, that there are lines without voice over or is it my problem with the .BSA packing.

It's very possible to have some of the lines still muted. This is simply because SKVA Synth doesn't have all the Skyrim voices in it at the moment.

But to figure out what's going on here for sure I would need NPC's base ID (can be obtained by clicking on NPC in console menu) and exact line that NPC is supposed to say.

I'm currently in the process of making of an update for the voice packs including Radiant Prostitution's one that will include two new generic voices. This will make the situations like this occure rarer.

 

2 hours ago, nomkaz said:

Having voiced lines isn't just a matter of dropping the voice files into the mod. The ESP will need to be edited to point to the voices (i think), and I don't know how to do that, but if someone were to make a patch, I'll certainly host it with full credit given.

It doesn't require any patching. Skyrim automatically picks up voice files when they are present.

Anyway, I suggest to wait for the end of the week before posting packs anywhere.

I had a chance to improve the filtering logic behind the dialogue export script. I also found a bug which prevented some of the lines from being exported at all. So the updated voice pack for Solutions should be done by the end of the week. It will be both more compact (which is done by removing unnecessary audio files) and have more lines voiced.

I'll also take a look at Solutions Revisited if I have time.

Posted
1 hour ago, DoubleCheeseburger said:

It's very possible to have some of the lines still muted. This is simply because SKVA Synth doesn't have all the Skyrim voices in it at the moment.

But to figure out what's going on here for sure I would need NPC's base ID (can be obtained by clicking on NPC in console menu) and exact line that NPC is supposed to say.

I'm currently in the process of making of an update for the voice packs including Radiant Prostitution's one that will include two new generic voices. This will make the situations like this occure rarer.

 

It doesn't require any patching. Skyrim automatically picks up voice files when they are present.

Anyway, I suggest to wait for the end of the week before posting packs anywhere.

I had a chance to improve the filtering logic behind the dialogue export script. I also found a bug which prevented some of the lines from being exported at all. So the updated voice pack for Solutions should be done by the end of the week. It will be both more compact (which is done by removing unnecessary audio files) and have more lines voiced.

I'll also take a look at Solutions Revisited if I have time.

So voice files don't need for the ESP to point to them specifically?

Posted
7 hours ago, Dremora Lord said:

 

PAHE - Paradise Halls

HSH - (Paradise Halls) Home Sweet Home?

AYGAS -  I got nothing?

DoM - Also nothing?

 

@Kalysto Haven't come across the last 2 acronyms.

AYGAS - (paradise Halls) and you get a slave

 

Posted
7 hours ago, Dremora Lord said:

 

PAHE - Paradise Halls

HSH - (Paradise Halls) Home Sweet Home?

AYGAS -  I got nothing?

DoM - Also nothing?

 

@Kalysto Haven't come across the last 2 acronyms.

Dom - (Paradise Halls) Diary of mine

Posted

Yeah, sorry. I thought those acronyms where widely used here. I meant all the Paradise Halls Suite including Diary of Mine which is relatively new (and I think the author is researching this task).

 

Using them all turns Skyrim into slaver's heaven. A lot of the content there could be enhanced DEEPLY by AI voice acting.


I think the most cost effective route is to build a resource mod which generic sentences like "What the f are you doing!", "Leave me alone!", "Hey, come here!", etc.. so that modders can simply use/plug in into their ESP's.

Posted

I've downloaded and installed through MO2 as I would normally any other mod. I see .fuz files replacing the files from their respective mods, but I haven't experienced any audio from this mod. Is there something that I'm missing? Are there any requirements (besides the mods that I downloaded the files for)? Any help will be much appreciated, thanks!

Posted
19 hours ago, nomkaz said:

So voice files don't need for the ESP to point to them specifically?

Yes. No changes to ESP required.

 

4 hours ago, blobble said:

I've downloaded and installed through MO2 as I would normally any other mod. I see .fuz files replacing the files from their respective mods, but I haven't experienced any audio from this mod. Is there something that I'm missing? Are there any requirements (besides the mods that I downloaded the files for)? Any help will be much appreciated, thanks!

There are no requirements besides the original mod.

The fact that you see MO2 overwriting mod's files should indicate that everything is installed correctly. I don't know why you can't hear any audio unless you're being extremely unlucky and bumping into NPCs that are not supposed to have audio anyway, just because SKVA Synth doesn't have their voices available just yet.

Which voice packs do you use?

Posted

If you have the time I like to make some more requests:

 

The Sisterhood of Dibella 

https://www.loverslab.com/files/file/392-the-sisterhood-of-dibella-february-2021/

 

      SE conversion here: https://www.loverslab.com/topic/120107-skyrimlldeepbluefrog-mods-conversion-to-sse/page/55/?tab=comments#comment-3301573

 

 

Slave Girls by hydragorgon SE V0.9 (version 1.0 is bugged)

https://www.loverslab.com/files/file/9414-slave-girls-by-hydragorgon-se/

 

Make Skyrim Straight Again (work fine on Skyrim SE)

https://www.loverslab.com/topic/163525-make-skyrim-straight-again/

 

Posted (edited)

This week I had time to improve my xEdit script. Now it's able to recognize NPC/sex that is supposed to say specific dialogue line, so this means that from now on voice packs will contain less files that would never be used in game. I say "less" because my checks are very basic and there is more work that can be done. That said I'm not sure that this work should be done, given how technically complicated some of the mods can get with all those script extenders available, making possible what Bethesda never planned to be in their game. So at some point checks performed on the dialogue line could get too strict resulting into missing files.

 

Added download links for the following plugins into initial post:

  • SexLab Horrible Harassment Expansion;
  • SexLab Approach Redux;
  • SexLab Solutions - Revisited.

Updated the following plugins to include MaleCoward, MaleUniqueKodlakWhitemane, DLC1MaleUniqueIsran, MaleUniqueEsbern, FemaleUniqueMirabelleErvine, MaleUniqueArngeir, MaleElfHaughty voice models:

Also, apparently my xEdit script was bugged and some of the lines weren't exported at all. So I updated the following plugins to include those lines hopefully bug free now:

Updated BaboDialogue to include MaleElfHaughty voice. 

If you don't want to redownload the entire pack here is the archive containing new files only: https://mega.nz/file/auZFGKib#LlmsbC5MmU0pc-zMSlZKGbXNLQb6iM0gBDDa93djVKI.

The main file is now split into to archives due to size of it.

 

Although I provide archives that contain just new files that will be available for 14 days, please consider redownloading main files from the original post since most of them will take less space on disk now due to improvements done to the xEdit script.

 

Please have a great weekend.

Edited by DoubleCheeseburger

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