jbezorg Posted August 2, 2024 Posted August 2, 2024 11 minutes ago, nasgektw said: I also fixed that one anoying line in Sexual Harassment 👍👍👍
vaultbait Posted August 2, 2024 Posted August 2, 2024 39 minutes ago, nasgektw said: I'm quite satisfied by the way I added the extended support for both male and female NPC. I'll try to backport it into MCG and TSEX : It allow the support without having the delay nor having to duplicate every greetings... and it's also much more stable (I hope it'll fix MCG on far harbor...) But next plan : Extended support for AAF Violate! Is the solution you arrived at something that would work for supporting multiple genders (and races) in Sexual Harassment as well?
nasgektw Posted August 2, 2024 Author Posted August 2, 2024 40 minutes ago, vaultbait said: Is the solution you arrived at something that would work for supporting multiple genders (and races) in Sexual Harassment as well? Yes, it can (theorically) support anything since it decide the voice by script knowing the talking actor. I just have to understand where to hook into the mod to inject the script. It should be quite easy for all mods using "ForceRefTo" to fill the aliases. Otherwise I can still use the other way I documented in the technical support section I'm not sure I'll add extended support for Sexual Harassment soon though because I want to play as well and I prioritized AAF Violate extended support I'll take the time to document it soon for the others to use, it's quite simple in fact, just override ForceRefTo and Clear in an alias script...
akingforlife Posted August 4, 2024 Posted August 4, 2024 Hey, I just read your line in the readme: "*I currently struggle with screams/moans generation, if anyone has an idea...*" If that is still the case it maybe helps to check out the voice actor page and movies from Nora, her name is Courentay Taylor and she does some acting too. On her page you find a lot of samples from here roles, especially in some of the comedy stuff she's moaning and talking in a sexy style: https://www.courtenaytaylor.com/on-camera She's also speaking Ada Wong in Resident Evil 6, I'm sure there is some screaming. I hope this helps in some way ... keep up the good work! 1
akingforlife Posted August 4, 2024 Posted August 4, 2024 @nasgektw I noticed something - please forgive me if this was mentioned before: All generic npcs like settlers etc. are using the male voice in Boston Devious Helper. It's a bit disturbing tbh.
nasgektw Posted August 4, 2024 Author Posted August 4, 2024 (edited) 4 hours ago, akingforlife said: @nasgektw I noticed something - please forgive me if this was mentioned before: All generic npcs like settlers etc. are using the male voice in Boston Devious Helper. It's a bit disturbing tbh. Thanks, I'll do more testings and try to fix it (I used GetLeveledActorBase, maybe I screwed up something else...). Can you give me the dialog that is using male voice for females ? After some testings: Settlers gender is well detected on compagnon quests (slut/whore) => Make sure you enable the voice ESP and put it after Boston Devious Helper in your load order. Voices at the end of some dialogs and after animations are silent due to a mechanism I didn't spot. I found a fix, I'll publish it. That said mechanism is also linked to surrounding NPC going silent for generic dialogs during some quests due to a BDH Alias tracking every surrounding NPC. (Can't find a way to fix it...) Edited August 4, 2024 by nasgektw 1
akingforlife Posted August 4, 2024 Posted August 4, 2024 3 hours ago, nasgektw said: Thanks, I'll do more testings and try to fix it (I used GetLeveledActorBase, maybe I screwed up something else...). Can you give me the dialog that is using male voice for females ? It was mainly the comments I get when I'm running around. Will do a screenshot when possible. 3 hours ago, nasgektw said: After some testings: Settlers gender is well detected on compagnon quests (slut/whore) => Make sure you enable the voice ESP and put it after Boston Devious Helper in your load order. Voices at the end of some dialogs and after animations are silent due to a mechanism I didn't spot. I found a fix, I'll publish it. That said mechanism is also linked to surrounding NPC going silent for generic dialogs during some quests due to a BDH Alias tracking every surrounding NPC. (Can't find a way to fix it...) Noticed something else: I'm doing the Brotherhood quests right now and when I have the voices enabled then I have no voice dialogs of the brotherhood members when I board the airship the first time (except danse and the members in the police station), i.e. the first speech of elder maxon is completely silent. If I deactivate the mod the voices are back - I tested it twice.
nasgektw Posted August 4, 2024 Author Posted August 4, 2024 (edited) I uploaded a new version for Boston Devious Helper to fix the silent voices at the end of some dialogs and after animations. @akingforlife Thanks for the other bug, it looks like the one where surrouding NPC are going silent... I'll try again to find a way to fix it. Edit: I found a way of fixing it but currently it is not satisfying since it forces the passive greetings from the intro scenes (24 voice lines) to go silent... I'm still searching... If I don't find a way I'll have to duplicate those 24 voice lines accross all NPC... Not a big deal but I hope to be able to avoid it I've to go to sleep, I'll work for it this week... Edited August 4, 2024 by nasgektw 2
nasgektw Posted August 5, 2024 Author Posted August 5, 2024 @akingforlife As promised, v2.4.2 fixes the surrounding NPC going silent (You may need to fast travel in/out in order for your NPC to get their voice back... or reload a previous save) I had to use the dirty way by duplicating the 24 voices accross all NPC due to the lack of event triggering just before a dialog/scene and not just after the begining... But hey, it works! 😛 I'm not able to reproduce the female NPC getting male voice so I can't fix it... I'll focus on how to hook onto AAF Violate now, I should be able to release it pretty soon. 1
akingforlife Posted August 7, 2024 Posted August 7, 2024 On 8/5/2024 at 10:06 PM, nasgektw said: @akingforlife As promised, v2.4.2 fixes the surrounding NPC going silent (You may need to fast travel in/out in order for your NPC to get their voice back... or reload a previous save) I had to use the dirty way by duplicating the 24 voices accross all NPC due to the lack of event triggering just before a dialog/scene and not just after the begining... But hey, it works! 😛 I'm not able to reproduce the female NPC getting male voice so I can't fix it... I'll focus on how to hook onto AAF Violate now, I should be able to release it pretty soon. Hey, many thanks for the update! 🙂 I installed it and tried to reproduce the male voice problem but I couldn't so far. 🤷♂️
nasgektw Posted August 7, 2024 Author Posted August 7, 2024 4 hours ago, akingforlife said: Hey, many thanks for the update! 🙂 I installed it and tried to reproduce the male voice problem but I couldn't so far. 🤷♂️ It may be aliases which were attached to an actor before you install my mod (It hooks onto the actor attachment function) I released a new version for AAF Violate (v2.5.0): You can now say hello to female agressors and male victims! \o/ (Re-enable both gender in AAF Violate MCM guys) 1
nasgektw Posted August 7, 2024 Author Posted August 7, 2024 Human resources is a step to diversify the voices I can generate. This mod has been fully voiced (but the voices are quite robotic/anoying) and is a good sandbox to embed new voices in the game. If you have good voice samples of 6 to 8 seconds without background noise you want to hear in the game feel free to send them to me, I'll see what I can do with it.
MainMansrevenge Posted August 10, 2024 Posted August 10, 2024 What is the ESP and how do I activate it?
nasgektw Posted August 10, 2024 Author Posted August 10, 2024 3 hours ago, MainMansrevenge said: What is the ESP and how do I activate it? Like any other mod, an ESP is a file with the ".esp" extension. If you are using a mod manager (like mod organiser for example) you need to make sure the file is enabled in the "plugins" list.
VSRVector Posted August 10, 2024 Posted August 10, 2024 (edited) My game crashed every time during save\autosave after deleting this mod. Why? After returninng and activating mod quick save and autosave working again Upd ok this mod completely broke my current playthrough, now even i return mod back my game CTD during quick\autosave For me helping only deleting the mod and starting new game with clean save Edited August 11, 2024 by VSRVector
Certiified Dingus Posted August 10, 2024 Posted August 10, 2024 On 7/9/2024 at 2:07 AM, bdsan said: I am using MCG voice. I have issue where Far Harbor has no vanilla player voice on all dialogs. When I disabled the ESP, the voice came back. However, when I save game, the game crashed. Do you have any suggestion on how to troubleshoot this? Thanks. (I tried using 2.2.0 version and the latest one 2.3.4). Hi. I am also experiencing this issue though for me it is on basically all dialoque including vendors and followers. I have version the mod version 2.5.0. and otherwise my save is basically Storywealth with my own additions. As nice as it would be to get the voices working, I am more worried about how disabling the ESP makes saving CTD. Not sure if this part is in your wheelhouse, but I have attached a Buffout4 crash report in case it gives any clues. For now I will just revert to a previous save as luckily the progression loss is not critical. crash-2024-08-10-14-33-20.log
MainMansrevenge Posted August 10, 2024 Posted August 10, 2024 14 hours ago, nasgektw said: Like any other mod, an ESP is a file with the ".esp" extension. If you are using a mod manager (like mod organiser for example) you need to make sure the file is enabled in the "plugins" list. Oh okay
nasgektw Posted August 11, 2024 Author Posted August 11, 2024 13 hours ago, Certiified Dingus said: Hi. I am also experiencing this issue though for me it is on basically all dialoque including vendors and followers. I have version the mod version 2.5.0. and otherwise my save is basically Storywealth with my own additions. As nice as it would be to get the voices working, I am more worried about how disabling the ESP makes saving CTD. Not sure if this part is in your wheelhouse, but I have attached a Buffout4 crash report in case it gives any clues. For now I will just revert to a previous save as luckily the progression loss is not critical. crash-2024-08-10-14-33-20.log 80.2 kB · 0 downloads Is it only happening on far harbor? v2.5.0 means it is for tye AAF Violate voices? The crashes after removing the mod seems to be due to a custom voice type still attached to an actor, I'll look for a clean way to remove it.
Certiified Dingus Posted August 11, 2024 Posted August 11, 2024 (edited) 35 minutes ago, nasgektw said: Is it only happening on far harbor? v2.5.0 means it is for tye AAF Violate voices? The crashes after removing the mod seems to be due to a custom voice type still attached to an actor, I'll look for a clean way to remove it. This happens in main game dialoque with no affiliation with any DLC. All of the DLCs are installed thouhg of course. And yes, I have been using the v2.5.0 of your mod. "AAF Voices-2.5.0-AAF Violate.fomod" installed via Vortex, Edited August 11, 2024 by Certiified Dingus
nasgektw Posted August 11, 2024 Author Posted August 11, 2024 (edited) Ok, I found where I screwed up in AAF Violate : I didn't hook the "Clear" function well from the aliases => No voice overrides are cleaning up... I'm testing a way to cleanup things afterward and provide a safe way to uninstall the mods then I'll do a new release ASAP. Both AAF Violate and Boston Devious Helper have currently a high probability of CTD if you uninstall the voice mods. MCG and TSEX also have a probability but reduced (I'll patch them too) Edit: Good news, I've been able to Reproduce the "CTD on save" after uninstalling the v2.5.0 of AAF Violate voices Recover from it with a new version Uninstall it afterward, without CTD this time All I need to do now is link everything in a MCM menu so you don't need to enter a console command (I've to learn how MCM work for that...) and everything should be OK. Note: The fix work as a garbage collector, it should also fix most of the NPC going silent. Edited August 11, 2024 by nasgektw 2
nasgektw Posted August 11, 2024 Author Posted August 11, 2024 Here is a new version (v2.5.1) which fixes the CTD on save when you try to remove the mod for AAF Violate voices. Install the new version Go into MCM and for each voice mod you want to uninstall, set "Enabled" to "Off" then click on "Uninstall" Continue to play for a few minutes (try to fast travel to the places you used to have custom voices) Quit and remove the mod Try to reload and make a clean save (If it didn't work, reinstall the mod and try to fast travel a little more, the script is cleaning things in a radius of 2048 distance units) If anyone knows how to find all NPC in game (not just in a radius), I could create a more reliable uninstall script... I'm currently using this code: ObjectReference[] kActors = Player.FindAllReferencesWithKeyword(ActorTypeNPC, 2048) I suggest everyone to switch to v2.5.1 of AAF Violate voices ASAP as I made a mistake in v2.5.0 that make this version very unstable when removing. I'll also create a fix for boston devious helpers voices as it has the same flow as AAF Violate voices (in a smaller way) MCG and TSEX shouldn't be impacted by that flow but I'll add the fix anyway since it could fix the NPC going silent 1
Certiified Dingus Posted August 12, 2024 Posted August 12, 2024 For me at least the version 2.5.1 also fixed the missing PC voice lines issue, so the problems were linked in some manner. Thank you for the speedy fix!
Guest Posted August 14, 2024 Posted August 14, 2024 (edited) I followed the steps above for the 2.5.1 upgrade/uninstall. It does not appear to work for my game. The game loads just fine when I uncheck the mod in MO2, but any fast travel, entering any door to another (loading) area, or trying a new game save results in CTD. Using re-saver to create a new save file didn't fix this either. For now, it appears I am stuck with this turned on in MO2, even though I have the mod disabled/uninstalled via the in-game MCM. Any further troubleshooting advice is appreciated. Edited August 14, 2024 by Jeru M'ajaii
nasgektw Posted August 15, 2024 Author Posted August 15, 2024 (edited) 16 hours ago, Jeru M'ajaii said: I followed the steps above for the 2.5.1 upgrade/uninstall. It does not appear to work for my game. The game loads just fine when I uncheck the mod in MO2, but any fast travel, entering any door to another (loading) area, or trying a new game save results in CTD. Using re-saver to create a new save file didn't fix this either. For now, it appears I am stuck with this turned on in MO2, even though I have the mod disabled/uninstalled via the in-game MCM. Any further troubleshooting advice is appreciated. @Jeru M'ajaii can you try the v2.5.2-RC1 ? It requires Lighthouse Papyrus Extender but it should do a clean (and full) uninstallation when you click on "Uninstall" in MCM (Yes you have to click on it again) Install the new version Go into MCM, go into AAF Voices - Violate, click on "Uninstall" Exit MCM, You'll see "Uninstalling Voices for AAF Violate" notification Wait for "XXX left over references cleared. You are free to uninstall now." notification. (May take a minute) Save, quit, uninstall, reload, clean save. Let me know if it fixes the issue please Edited August 15, 2024 by nasgektw
Guest Posted August 15, 2024 Posted August 15, 2024 16 hours ago, nasgektw said: @Jeru M'ajaii can you try the v2.5.2-RC1 ? It requires Lighthouse Papyrus Extender but it should do a clean (and full) uninstallation when you click on "Uninstall" in MCM (Yes you have to click on it again) Install the new version Go into MCM, go into AAF Voices - Violate, click on "Uninstall" Exit MCM, You'll see "Uninstalling Voices for AAF Violate" notification Wait for "XXX left over references cleared. You are free to uninstall now." notification. (May take a minute) Save, quit, uninstall, reload, clean save. Let me know if it fixes the issue please Still no go. I received the reference cleared message, but it continues to crash in the same manner after ticking the mod off.
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