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Posted

Heyho,

 

I currently play around a bit with the features and possibilities of the Creation Kit. Which means, I tried to add another new feature to this mod: NPC scenes!

You know this vanilla generic small chatter between a guy and two girls: "Hello ladies, anything a big strong man can do for you"? Yes. More of this.

 

I still have to think of good scenes, but a first one as "feasibility project" will be included in the next update.

So, if you have any good ideas for some small dialogue scenes, just let me know! Best with the conditions you deem fitting for your idea. An example: a guy talks to a woman in a city and wants to accompany her home. She refuses and he gets angry (who, might've thought, that's the feasibility project ^^)

 

 

Posted

Currently collecting exactly this kind of immersion stuff. Question - currently, its small enough to be .esl flagged. Any reason not to? 

Posted
7 minutes ago, nilead said:

Currently collecting exactly this kind of immersion stuff. Question - currently, its small enough to be .esl flagged. Any reason not to? 

 

Yes, I want it to grow bigger, and ESL restricts the size. I don't know how much stuff will be added over time, so I leave the room to add virtually as much as I want.

Posted
14 minutes ago, Mister X said:

 

Yes, I want it to grow bigger, and ESL restricts the size. I don't know how much stuff will be added over time, so I leave the room to add virtually as much as I want.

Glad to know its planned to get big, thanks for your reply. 

Posted (edited)

New version v0.0.3-a.9

 

IMPORTANT

  1. The size of the voice archive now is too big for direct upload. If you want voices, please download the archive from MEGA (the lGoynByT link)
  2. A new game is required for v0.0.3!

 

Changelog

  • ADDED new feature: NPC scenes (for now only one). Small generic scenes that can play at various circumstances. Toggleable in the MCM
  • ADDED some more voice lines
  • CHANGED the way Narrator and player comments are played. Advantage: they should be clearer now. Disadvantage: a new game is required
  • FIXED some conditions for some comments

 

The first small scene might play during nighttime on city streets. Some guy will approach a woman, offer her to accompany her home. She refuses and he gets angry. It's just meant as a feasibility project, more might come later.

Edited by Mister X
added ID of MEGA archive
Posted

Grats on the update!

 

so i playtested it for about 2 hours and i noticed 2 things

 

first of all it works fine if you just overwrite previus version...no new game is required

 

and 2nd the line "just look at her she is only a thane because..."  is very spammy... poping like 99% of the time

Posted (edited)

Would it be possible to fork a version of this with just the Narrator and give the Narrator quest and location awareness as well?  It could be a cool framework for folks to write and voice their own custom Narrator, tailored to their own personality and current DBVO voice.

 

Update: I took another look at the esp and I'm wondering what triggers the Narrator's Random Commentary?  I know how to add conditions in xedit, so depending on how they're triggered, I might be able to condition some to play near certain locations or after certain quests?

I saw the "Breathing heavily, the heroine crept between the tents" line and I was trying to use the "GetDistance" condition so it only plays when the DB is nearby a tent but I couldn't figure that out.  It only works for a specific tent, not all.  I'm pretty sure there's a way, I just can't quire remember it right now.

Edited by kamithemoon
Posted

Do i need to merge the mod and the voice file? i did with version 8 alpha. but for 9 i used the mod then loaded the voicefiles as a separate mod. Do i need to merge them

Posted
On 10/5/2025 at 9:44 PM, sikamikanico78 said:

Grats on the update!

 

so i playtested it for about 2 hours and i noticed 2 things

 

first of all it works fine if you just overwrite previus version...no new game is required

 

and 2nd the line "just look at her she is only a thane because..."  is very spammy... poping like 99% of the time

 

Glad you like it! The thing, why I recommended a new game is, that I removed some scripts and rearranged some stuff with quests. Especially the removed script might create some issues eventually, hence the warning, just to be safe.

 

For the line I will have a look at it, maybe something's wrong with the conditions or I forgot the cooldown ^^

 

On 10/6/2025 at 8:34 AM, kamithemoon said:

Would it be possible to fork a version of this with just the Narrator and give the Narrator quest and location awareness as well?  It could be a cool framework for folks to write and voice their own custom Narrator, tailored to their own personality and current DBVO voice.

 

Update: I took another look at the esp and I'm wondering what triggers the Narrator's Random Commentary?  I know how to add conditions in xedit, so depending on how they're triggered, I might be able to condition some to play near certain locations or after certain quests?

I saw the "Breathing heavily, the heroine crept between the tents" line and I was trying to use the "GetDistance" condition so it only plays when the DB is nearby a tent but I couldn't figure that out.  It only works for a specific tent, not all.  I'm pretty sure there's a way, I just can't quire remember it right now.

 

Random comments for both the narrator and player are part of the Story Manager Script Event and get triggered by the Master Controller script.

They already are location aware due to the way the scenes are set up. Each stage checks for a certain location keyword and can only trigger at that location.

 

Your example with the tents will only play in bandit camps while sneaking, btw, as I most of them have tents

 

On 10/7/2025 at 12:35 PM, Leonel777 said:

Do i need to merge the mod and the voice file? i did with version 8 alpha. but for 9 i used the mod then loaded the voicefiles as a separate mod. Do i need to merge them

 

Shouldn't be necessary, as long as you activate the voicefiles mod.

 

1 hour ago, vbbbbbb said:

Made a patch for PC Head Tracking, it uses bella voice DBVO but you can replace the files with whatever you want. (apparently just had to add a folder with the correct voice type name and add the player files to it, no edits needed)

Sexist Commentary - PC Head Tracking Patch.7z 3.07 MB · 0 downloads

 

Interesting, so this way the Custom Voice feature of PC HEad Tracking will work again?

Posted
1 hour ago, Mister X said:

 

Glad you like it! The thing, why I recommended a new game is, that I removed some scripts and rearranged some stuff with quests. Especially the removed script might create some issues eventually, hence the warning, just to be safe.

 

For the line I will have a look at it, maybe something's wrong with the conditions or I forgot the cooldown ^^

 

 

Random comments for both the narrator and player are part of the Story Manager Script Event and get triggered by the Master Controller script.

They already are location aware due to the way the scenes are set up. Each stage checks for a certain location keyword and can only trigger at that location.

 

Your example with the tents will only play in bandit camps while sneaking, btw, as I most of them have tents

 

 

Shouldn't be necessary, as long as you activate the voicefiles mod.

 

 

Interesting, so this way the Custom Voice feature of PC HEad Tracking will work again?

The voice already worked, it's just that when playing your comments there was no sound since it has no assigned sound files

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

 

Random comments for both the narrator and player are part of the Story Manager Script Event and get triggered by the Master Controller script.

They already are location aware due to the way the scenes are set up. Each stage checks for a certain location keyword and can only trigger at that location.

 

Your example with the tents will only play in bandit camps while sneaking, btw, as I most of them have tents

 

So detection is script based?  That makes it a little harder for end users to add additional dialogue options.  Or at least harder for myself, as I don't understand scripts.

 

I believe standard followers have a running quest that will play a line of dialogue once certain conditions are met.  It's easy to see those conditions in xEdit and expand with new lines and conditions.  Using a narrator makes things different, I guess, where you have to trigger a scene instead?  And conditions are script based?

 

Would it at all be possible to transfer the script conditions to the esp instead so end users might be able to expand on things?  I'm really hoping for the narrator to be able to comment based on the player's proximity to a random location, the same way followers do, because then that could easily be expanded on to include other locations and NPCs in xEdit.

Edited by kamithemoon
Posted
10 hours ago, kamithemoon said:

So detection is script based?  That makes it a little harder for end users to add additional dialogue options.  Or at least harder for myself, as I don't understand scripts.

 

I believe standard followers have a running quest that will play a line of dialogue once certain conditions are met.  It's easy to see those conditions in xEdit and expand with new lines and conditions.  Using a narrator makes things different, I guess, where you have to trigger a scene instead?  And conditions are script based?

 

Would it at all be possible to transfer the script conditions to the esp instead so end users might be able to expand on things?  I'm really hoping for the narrator to be able to comment based on the player's proximity to a random location, the same way followers do, because then that could easily be expanded on to include other locations and NPCs in xEdit.

 

No sorry, I think I explained it badly ^^


The trigger for the comments is script-based, the conditions are native ESP based. Best would be to take a look at the mod in the Creation Kit, to maybe better understand its setup.
The script triggers a Story Manager script event >> The SM event triggers the quest >> The quest starts the scene >> The scene has several stages for different locations >> one stage triggers a random dialogue line

 

Location awareness is built into the scene stages as native condition. Each line then has its own conditions to meet for different aspects (like sneaking, arousal, race, equipment ...)

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

 

No sorry, I think I explained it badly ^^


The trigger for the comments is script-based, the conditions are native ESP based. Best would be to take a look at the mod in the Creation Kit, to maybe better understand its setup.
The script triggers a Story Manager script event >> The SM event triggers the quest >> The quest starts the scene >> The scene has several stages for different locations >> one stage triggers a random dialogue line

 

Location awareness is built into the scene stages as native condition. Each line then has its own conditions to meet for different aspects (like sneaking, arousal, race, equipment ...)

Oh, I think I see it now.  Conditions are part of "sxcomNarratorRandomScene" which has 17 phases all with different conditions that then would trigger a different dialogue tree.  Apologies, I'm not used to dealing with scenes.  I normally see dialogue conditions as part of individual dialogue lines or as part of the quest.

 

If I wanted to expand on this to add NPC awareness, such as having the narrator say, "The heroine could smell the stench of entitlement and knew Nazeem was nearby." I could duplicate a phase and trigger and add a dialogue tree but I'm not sure how the script trigger works.  Each phase is linked to "SF_sxcomNarratorRandomScene_07014C18" and has an associated script fragment number.  But looking into the script, it looks like all the script fragments are exactly the same?

 

;BEGIN FRAGMENT Fragment_16
Function Fragment_16()
;BEGIN CODE
Self.Stop()
GetOwningQuest().Stop()
;END CODE
EndFunction
;END FRAGMENT

 

Are these fragments unique?  If I just copied this Fragment_16 and set it to my new phase index for NPC awareness would that work alright?

 

If it all works as I think, I think I can make a phase set to trigger if the PC approaches any number of unique NPCs, but then have the unique dialogue tree also conditioned for proximity to individual unique NPCs to simulate specific NPC awareness.

 

It would look like this, I guess...

 

Update: I ran around Whiterun for a bit and set the MCM settings to trigger commentary more often but was unable to get the Narrator or player to trigger at all, even without my test expansion.  I might have a mod conflict that's preventing the Story Manager, but it seems like I'll have to put this idea on hold for a while.

SexistCommentaryExpansion.7z

Edited by kamithemoon
Posted
4 hours ago, joshtree43 said:

If pc head tracking is incompatible does it mean dbvo is as well? I also haven't been able to get player/narrator voicelines to work

 

 

The process for making it compatible is fortunately pretty easy to do for the end user, this linked post and the one above it should give you a good idea on how to make it compatible.

 

 

Posted
On 10/15/2025 at 8:33 AM, joshtree43 said:

If pc head tracking is incompatible does it mean dbvo is as well? I also haven't been able to get player/narrator voicelines to work

 

pc head tracking is incompatible because it uses his own voice type and sexist commentary draws from your selected voice type to initiate dialogue, sexist commentary only has voice files for the vanilla game voice types obviously so simply no voice would play with pc head tracking's custom voice type since it has no voice files for this mod from the get go. dbvo doesn't change the player's voice type so it isn't affecting this mod in any way

Posted
On 10/12/2025 at 6:11 PM, kamithemoon said:

Oh, I think I see it now.  Conditions are part of "sxcomNarratorRandomScene" which has 17 phases all with different conditions that then would trigger a different dialogue tree.  Apologies, I'm not used to dealing with scenes.  I normally see dialogue conditions as part of individual dialogue lines or as part of the quest.

 

If I wanted to expand on this to add NPC awareness, such as having the narrator say, "The heroine could smell the stench of entitlement and knew Nazeem was nearby." I could duplicate a phase and trigger and add a dialogue tree but I'm not sure how the script trigger works.  Each phase is linked to "SF_sxcomNarratorRandomScene_07014C18" and has an associated script fragment number.  But looking into the script, it looks like all the script fragments are exactly the same?

 

;BEGIN FRAGMENT Fragment_16
Function Fragment_16()
;BEGIN CODE
Self.Stop()
GetOwningQuest().Stop()
;END CODE
EndFunction
;END FRAGMENT

 

Are these fragments unique?  If I just copied this Fragment_16 and set it to my new phase index for NPC awareness would that work alright?

 

If it all works as I think, I think I can make a phase set to trigger if the PC approaches any number of unique NPCs, but then have the unique dialogue tree also conditioned for proximity to individual unique NPCs to simulate specific NPC awareness.

 

It would look like this, I guess...

 

Update: I ran around Whiterun for a bit and set the MCM settings to trigger commentary more often but was unable to get the Narrator or player to trigger at all, even without my test expansion.  I might have a mod conflict that's preventing the Story Manager, but it seems like I'll have to put this idea on hold for a while.

SexistCommentaryExpansion.7z 1.23 kB · 4 downloads

 

This would be way easier, at least for your example: Nazeem mostly roams Whiterun, so you just add a comment to the city dialogue tree with fitting conditions for Nazeem being nearby the player.

Another option could be that I simply add a new scene phase without location condition where all quest or NOC comments are added. This then just would need a random chance for not playing all the time and blocking the rest.

Posted
On 10/15/2025 at 3:09 AM, ugryon said:

 

The process for making it compatible is fortunately pretty easy to do for the end user, this linked post and the one above it should give you a good idea on how to make it compatible.

 

 

So as an example if I were using bella or ciri I would go into that file copy the dragonborn voiceover folder rename it to femalebyo and put it in dbvo or this mod? 

Posted
9 hours ago, TdarkK said:

pc head tracking is incompatible because it uses his own voice type and sexist commentary draws from your selected voice type to initiate dialogue, sexist commentary only has voice files for the vanilla game voice types obviously so simply no voice would play with pc head tracking's custom voice type since it has no voice files for this mod from the get go. dbvo doesn't change the player's voice type so it isn't affecting this mod in any way

Interesting I did not know that. What might be the reason that I can't hear anything from the player even when holding down the hotkey then? would it be because of SL voices?

Posted
13 minutes ago, joshtree43 said:

Interesting I did not know that. What might be the reason that I can't hear anything from the player even when holding down the hotkey then? would it be because of SL voices?

 

That might be a problem with the conditions. Maybe you're in an area where no commentary exists yet. 

Posted

New version v0.0.3-a.10

 

  • ADDED a new scene in inns, a short interaction between a male customer and a barmaid
  • ADDED a few new lines
  • ADDED voice lines for PC Head Tracking BYO Bella
  • CHANGED /optimized line extraction script
  • REVERSED the play style for player lines, Narrator stays the same as version a.9

 

The player will stay like this for now. It always was meant to be a loud thinking of the character, so it makes more sence to be not "the voice in the head".

 

I changed a bit of the line extraction script I use to feed the voice AI. As a result less unneeded lines should be created, so less time for me and smaller downloads for you. Please, let me know if some voice lines are missing!

 

NEW compatibility!

PC Head tracking Bella now if officially part of the created voice lines! This means you now should be able to use PC Head Tracking BYO feature seamlessly if you use that voice.

If you don't like it or want to use another voice, unpack the BSA and delete or replace the files in the _FemaleBYO folder.

Posted (edited)
4 hours ago, joshtree43 said:

Interesting I did not know that. What might be the reason that I can't hear anything from the player even when holding down the hotkey then? would it be because of SL voices?

If you're using PCHTaVT and using a custom voice (which you probably are) then it sets your character's voice type to that mod's custom one.  However, this mod only uses the vanilla voices, of course.  So when this mod looks for a voice file, it will look into the voice folder for your character's voice type but won't find what it needs because this mod's voice files are only in the vanilla voice type folders.

 

This is how the Skyrim engine works.  If you're not hearing voices even when pressing PCHTaVT hotkeys then you likely do not have any appropriate voice files in the PCHTaVT voice folder.  If custom voices aren't working for you at all then something else might be modifying your character's voice type and overwriting PCHTaVT's changes.

 

Oh, if you mean why can't you hear anything when pressing this mod's hotkey then it's likely also for the reason above.  This mod only has lines generated for vanilla voices whereas PCHTaVT uses a custom voice type.  So when this mod looks into the custom voice folder it won't find the files it needs.  Like I said in an earlier post, you can just copy the voice files over into the custom voice folder then you'll hear voices properly but it of course will not match your custom voice.

 

5 hours ago, Mister X said:

 

This would be way easier, at least for your example: Nazeem mostly roams Whiterun, so you just add a comment to the city dialogue tree with fitting conditions for Nazeem being nearby the player.

Another option could be that I simply add a new scene phase without location condition where all quest or NOC comments are added. This then just would need a random chance for not playing all the time and blocking the rest.

 

Oh, for a future release, I'd appreciate a separate scene phase for location commentary and also one for quest commentary.  I can't really make anything myself but I'm proficient enough to add onto something already there so that would give me a way to expand things with more stuff for my game and making it a separate scene will help keep it more organized.  I'd only need 1 line of dialogue, just as an example.

 

I'd say though that this ability of narrator location and quest commentary could easily be it's own mod.  This is what I'm using Sexist Guards for though that mod is much more limited in what I can do.  Most of the other features I just turn off.  Having a narrator framework by itself would be a great ideal.

Edited by kamithemoon
Posted (edited)
3 hours ago, Mister X said:

New version v0.0.3-a.10

 

  • ADDED a new scene in inns, a short interaction between a male customer and a barmaid
  • ADDED a few new lines
  • ADDED voice lines for PC Head Tracking BYO Bella
  • CHANGED /optimized line extraction script
  • REVERSED the play style for player lines, Narrator stays the same as version a.9

 

The player will stay like this for now. It always was meant to be a loud thinking of the character, so it makes more sence to be not "the voice in the head".

 

I changed a bit of the line extraction script I use to feed the voice AI. As a result less unneeded lines should be created, so less time for me and smaller downloads for you. Please, let me know if some voice lines are missing!

 

NEW compatibility!

PC Head tracking Bella now if officially part of the created voice lines! This means you now should be able to use PC Head Tracking BYO feature seamlessly if you use that voice.

If you don't like it or want to use another voice, unpack the BSA and delete or replace the files in the _FemaleBYO folder.

 

 

When the player talks the subtitles don't show up, for some reason.

Edited by Blinder
Posted
53 minutes ago, kamithemoon said:

Oh, for a future release, I'd appreciate a separate scene phase for location commentary and also one for quest commentary.  I can't really make anything myself but I'm proficient enough to add onto something already there so that would give me a way to expand things with more stuff for my game and making it a separate scene will help keep it more organized.  I'd only need 1 line of dialogue, just as an example.

 

I'd say though that this ability of narrator location and quest commentary could easily be it's own mod.  This is what I'm using Sexist Guards for though that mod is much more limited in what I can do.  Most of the other features I just turn off.  Having a narrator framework by itself would be a great ideal.

 

I can see what's possible. Maybe a phase for special comments that may only play for very specific circumstances and then possibly only once. I'll look into that.

 

46 minutes ago, Blinder said:

When the player talks the subtitles don't show up, for some reason.

 

That's because of the reverted changes I made for the player. Now it's actually the player character speaking again, not a "voice in your head".

I prefer it that way and that's the reason why there are no subtitles. Sadly afaik that's nothing that could be controlled by a MCM, so I can't make it changeable.

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