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Posted

Lookin good so far. 👀 So you mention 'or when the player is naked or tied up, cum covered, has certain weapons equipped'. I assume that means it might clash or have doubled comments with SLSF Fame Comments? The mod already handles the more dynamic side fairly well.

Posted
12 hours ago, lovalter said:

Very interesting mod, could you post some example lines?

 

If you mean voices, there already are a few examples given. If you mean actual lines, I will think about it, though I don't really want to spoil too much. If one really wants to know, they always can inspect the mod with xEdit to see all the lines before implementing it in their game.

 

8 hours ago, AlyssaAwoo said:

Lookin good so far. 👀 So you mention 'or when the player is naked or tied up, cum covered, has certain weapons equipped'. I assume that means it might clash or have doubled comments with SLSF Fame Comments? The mod already handles the more dynamic side fairly well.

 

There will be no direct clashes. I don't alter any vanilla stuff, anything is provided by this mod itself. Clashing in regard of lines is totally possible though. The reason for this is: I want my mod to handle lines that I would like to have ^^ Additionally, SLSF Fame Comments, as it's in the title, needs SLSF as requirement.

If you think about it: many commentary mods already share the same or similar lines. Sexist Guards, SLSF Fame Comments, Public Whore Comments, Vanilla Sexism, ... all existed before and most of them borrowed lines from each other.

 

Another point: I want to make sure that this mod has no hard requirements, besides SL Framework and an Arousal mod. Meaning, if people don't want to install SLSF or Public Whore, this mod still would work. Even though I can react to Devious Devices, the mod itself is no requirement, as I fetch the needed keywords dynamically at runtime.

Posted
2 hours ago, SleepyM8 said:

Is there anyway to make this an ESL?

 

Maybe later, though for now I still add stuff, which is not good when it should be an ESL.

Posted
45 minutes ago, Kingslayer101 said:

I just started with a new modlist, do I run SexistGuards or should I switch over to this one?

 

Basically, you could run both if you want ^^ 

Posted
5 hours ago, Mister X said:

 

Basically, you could run both if you want ^^ 

Oh, interesting!  I didn't think about running both.  I'm using Sexist guards mostly for player rape commentary (using a custom PCHTaVT voice) with the other features turned off as they're too much and poorly voiced.  I hadn't considered using your superior voiced mod as a supplement until this comment.  I'm going to try it out!

Posted

Looking at it again, there is a bit of an issue with the generated dialogue here and there that can hurt immersion.  The dialogue tends to break at the end of sentences.  For example, the FemaleElfHaughty line of sxcomplaye__000d0237_1.fuz is cut off at the end.

 

I've seen this dialogue break before for 2 potential reasons:

1st - When training the model, shorter sentences are preferable to longer sentences.  Depending on your program, longer sentences are broken up into chunks which can sometimes cut off mid audio which can then cause this issue and others when this data is used for training.

 

2nd - If you're using an automated generator to mass generate the text, for some reason it tends to miss a period after the end of a sentence.  Or at least the one I use does with Powershell.  I've been able to work around this by just using Notepad's replace feature to add an extra period to all sentences prior to converting the text for my automated generator.  Then, I'll go into the generated text and use the replace feature to remove that extra period and it's been working very well for me.  A missing period at the end of your sentence can also cause the sentence to be cut off with certain TTS generators, or at the very least it does so with mine.

 

Hope that helps some!

Posted (edited)
14 hours ago, kamithemoon said:

Looking at it again, there is a bit of an issue with the generated dialogue here and there that can hurt immersion.  The dialogue tends to break at the end of sentences.  For example, the FemaleElfHaughty line of sxcomplaye__000d0237_1.fuz is cut off at the end.

 

I've seen this dialogue break before for 2 potential reasons:

1st - When training the model, shorter sentences are preferable to longer sentences.  Depending on your program, longer sentences are broken up into chunks which can sometimes cut off mid audio which can then cause this issue and others when this data is used for training.

 

2nd - If you're using an automated generator to mass generate the text, for some reason it tends to miss a period after the end of a sentence.  Or at least the one I use does with Powershell.  I've been able to work around this by just using Notepad's replace feature to add an extra period to all sentences prior to converting the text for my automated generator.  Then, I'll go into the generated text and use the replace feature to remove that extra period and it's been working very well for me.  A missing period at the end of your sentence can also cause the sentence to be cut off with certain TTS generators, or at the very least it does so with mine.

 

Hope that helps some!

 

I already have some methods implemented to counter the worst issues: if a line comes out in a way the the lip file creation isn't possible, my program rejects the output and tries again later in a second iteration. Additionally, I already look for too long pauses and shorten them, as well as normalize all loudness. Those methods already helped a lot, still sometimes a sentence can come out badly pronounced or cut off.

 

The tip with the additional period is interesting, I can try that and see what happens!

 

10 hours ago, aj135j said:

after the last update the npcs never stop talking.

 

Yeah that's my bad, I test those voices with a save file in Riverwood and maybe because of the many scripted commentary when first visiting there, I didn't occur to me. 
I tested it later in Whiterun again and encounterd the same issue, those lines now got a cooldown. This helps at least partly, for more I had to alter the vanilla behavior packages of those NPCs, I already have a look at it

Edited by Mister X
Posted
On 8/8/2025 at 8:26 PM, kamithemoon said:

The dialogue tends to break at the end of sentences.

 

Update for this: I found a potential fix at the Github of the model. The PR said, it still might not be perfect but should reduce the cutoff at end of sentence significantly.

 

So good news: sentences should be cut off way less often now.

Bad news: for this I need to re-create all sentences again, which will take me with my current hardware something around 8-9 hours...

Posted

I receive too many comments from those around me. For example, if I enter a tavern where there are 4-5 people or more, the comments will practically never stop, one after another. In MCM, I see settings for the interval between player or narrator comments. However, it does not affect the NPCs around me. These comments are made with the same frequency by my companions, even if the companion option is disabled.

Posted
1 hour ago, MyDooM said:

I receive too many comments from those around me. For example, if I enter a tavern where there are 4-5 people or more, the comments will practically never stop, one after another. In MCM, I see settings for the interval between player or narrator comments. However, it does not affect the NPCs around me. These comments are made with the same frequency by my companions, even if the companion option is disabled.

 

Yeah, I forgot the CD for those comments, that will be fixed with the next version. The followers is a bug, I will look at it.

Posted

There is already a mod similar to this
 

It use AI voice but hand tweaked so it sounded really good,
And best of all it doesnt require sexlab, so highly compatible especially for those who use Ostim

Posted
9 hours ago, Averoze said:

There is already a mod similar to this
 

It use AI voice but hand tweaked so it sounded really good,
And best of all it doesnt require sexlab, so highly compatible especially for those who use Ostim

Breaks female guard spawning. 

Posted

Will definitely keep an eye on this one as it sounds very promising. Looking forward to seeing how this develops.

 

I tried player commentary and see the lips moving but no subtitles or voice lines from player character but narrator works. I am using a custom race. Is this feature not implemented yet or does it only work with vanilla races?

Posted
On 8/11/2025 at 3:04 PM, BigOnes69 said:

Breaks female guard spawning. 


You can choose not to use the optional skypatcher, female guards will still spawning.
Really good it actually sounded like vanilla skyrim guards, i was surprised.

Posted
On 8/12/2025 at 2:50 PM, ugryon said:

Will definitely keep an eye on this one as it sounds very promising. Looking forward to seeing how this develops.

 

I tried player commentary and see the lips moving but no subtitles or voice lines from player character but narrator works. I am using a custom race. Is this feature not implemented yet or does it only work with vanilla races?

 

Does your custom race use their own voice type? Look in the changelog, there's documented which voicetypes are supported.

 

21 hours ago, miztaka said:

pressing the comment key doesnt seem to trigger any comments from the player

 

You have to hold it for at least half a second, I did it like this to not trigger any comment anytime somebody writes something into console or presses it accidentally

 

On 8/11/2025 at 12:36 AM, Averoze said:

There is already a mod similar to this
 

It use AI voice but hand tweaked so it sounded really good,
And best of all it doesnt require sexlab, so highly compatible especially for those who use Ostim

 

There are several mods like this one, doesn't mean it's forbidden to create one more ^^ Especially, as most tend to be quite crude with their comments and besides Sexist Guards none of which I know has a Narrator.

Posted (edited)
6 hours ago, Mister X said:

Does your custom race use their own voice type? Look in the changelog, there's documented which voicetypes are supported.

 

Alright, I did some digging and figured out what my particular issue was. PC Headtracking B.Y.O. Voice Type as seen in the image below, red square. Unticking that makes everything work and my character now speaks voiced lines. PC Headtracking also allows you to pick voice type for your character in the yellow square so you can hear your player character speak in any of the voice types available for Sexist Commentary.image1.thumb.png.a052bc1f2169e535f1f1b7c834f26d1b.png

 

---------------------------------------------------------

So with B.Y.O. Voice Type ticked on your character speaks but has no voicelines to play, Narrator still works flawlessly.

 

With this in mind I have some suggestions on improvements to the mod that will make it compatible with PC Headtracking B.Y.O Voice Type.

 

1. I call this Internally voiced lines, essentially it uses the same mechanism as the narrator to speak voicelines and these player voicelines instead become the players thoughts. As your internal voice isn't necessarily what your own voice actually sounds like this also avoids immersion breaking moments when used with custom Voice Types for mods like PC Headtracking and Dragonborn Voice Over.

 

2. I also suggest using a voice type selector just like PC Headtracking so you yourself can pick which Voice Type you like best for your character. This could potentially be expanded on in the future with custom voice types from third parties or even custom narrator voicelines.

 

See image below for an example of how the MCM could be changed.Image2.thumb.png.316aab9c0d6590bd641e8b5096de4dfc.png

 

Hope you find this feedback useful.

Edited by ugryon
Posted (edited)
2 hours ago, ugryon said:

 

Alright, I did some digging and figured out what my particular issue was. PC Headtracking B.Y.O. Voice Type as seen in the image below, red square. Unticking that makes everything work and my character now speaks voiced lines. PC Headtracking also allows you to pick voice type for your character in the yellow square so you can hear your player character speak in any of the voice types available for Sexist Commentary.image1.thumb.png.a052bc1f2169e535f1f1b7c834f26d1b.png

 

---------------------------------------------------------

So with B.Y.O. Voice Type ticked on your character speaks but has no voicelines to play, Narrator still works flawlessly.

 

With this in mind I have some suggestions on improvements to the mod that will make it compatible with PC Headtracking B.Y.O Voice Type.

 

1. I call this Internally voiced lines, essentially it uses the same mechanism as the narrator to speak voicelines and these player voicelines instead become the players thoughts. As your internal voice isn't necessarily what your own voice actually sounds like this also avoids immersion breaking moments when used with custom Voice Types for mods like PC Headtracking and Dragonborn Voice Over.

 

2. I also suggest using a voice type selector just like PC Headtracking so you yourself can pick which Voice Type you like best for your character. This could potentially be expanded on in the future with custom voice types from third parties or even custom narrator voicelines.

 

See image below for an example of how the MCM could be changed.Image2.thumb.png.316aab9c0d6590bd641e8b5096de4dfc.png

 

Hope you find this feedback useful.

 

If you tell me, how they achieved this, I could try. However, sadly the author of PC Head Tracking did not include the source files of their scripts with their mod and I wasn't able to decompile the scripts for some reason. I don't know how they did it to set a voice or even allow custom voice sets during runtime, so I can't provide this.

 

I do know though, that the vanilla voice type you choose with Unrestricted Mode afterwards is used by my mod as well for player comments.


EDIT: I was able to decompile the scripts of PC HEad Tracking and to be honest, it would be a real pain in the ass to do something like this.

For the narrator, I created a NPC with a custom voicetype that's not hard.

For the player though, it always uses the voicetype assigned for the player at that moment. Wouldn't be too hard to change, that's exactly what PC Head Tracking does in general. The problem is the compatibility, because then I had to switch the voicetypes every time before a line is said and switch it back to the previously assigned type after the line finished. And then I had to check if the player wants a custom voice for their comments or the default race voicetype. I'm sorry, maybe eventually this might happen, but for now my mod is incompatible with PC Head Tracking BYO voice feature.

Edited by Mister X
Posted
3 hours ago, Mister X said:

For the narrator, I created a NPC with a custom voicetype that's not hard.

 

So an alternative would be to create another NPC with a vanilla voicetype to achieve something rudimentary but functionally similar and either use an .ini setting for voicetype or use a patch to set the voicetype of the internal voice NPC. Not nearly as elegant but it does get the job done and the MCM would then be a simple on/off toggle for player speaks vs player thinks loudly.

 

Hopefully that is much simpler for you to implement.

Posted (edited)

PCHTaVT uses the "_FemaleBYO" and the "_MaleBYO" voice types for custom voices.  If end users want their PC to use Sexist Commentary while also using a custom PCHTaVT voice they could just duplicate the PC's voice folder and rename it to the PCHTaVT voice that matches their gender.  Easy peasy.

 

There will be a mismatch of audio though, of course.

Edited by kamithemoon
Posted

On PC Headtracking and DBVO compatibility for other users using custom PC voices.

 

Using the information provided by kamithemoon above I did successfully solve this incompatibility on the user end by making a copy of one voice type folder and renaming it "_FemaleBYO". Unpacking and repacking of BSAs was needed but Mod Organizer handled that. A simple solution so thanks to @kamithemoon for sharing that.

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