Jump to content

Devious Slavery and Servitude - Voicefiles


Recommended Posts

Posted

Devious Slavery and Servitude - Voicefiles

View File

Voice Files for Devious Slavery and Servitude created with XVASynth 3.0


Should be working without Plugin, at least id did for me, if not create one with CAO.

These Files are not optimized, so they contain Voices which are not used in the Mod, thats why the files are so big, but I really haven't had it in me to find out which lines are spoken by whom due to the sheer size of the mod 😉

Due to the upload restrictions of 500MB I had to split it.

 

If  there are any problems, or voices missing, please let me know!

 

 


  • Submitter
  • Submitted
    12/08/2025
  • Category
  • Requirements
    https://www.loverslab.com/files/file/41265-devious-slavery-and-servitude/
  • Regular Edition Compatible
  • Install Instructions

    recombine the split zip and install as any other mod.

 

Posted

Hi and thanks!

 

More variety is always welcome. :) 

 

I'm a bit surprised by the download size. My xVA sound pack for the mod is only 150 MB (bsa & zipped). As far as I can tell, all dialogue should be conditioned to the appropriate NPC or group of NPCs that can speak it.

 

The one big exception is the tavern guests, for which I didn't include a condition because I thought that almost every vanilla voice could be a potential tavern guest, especially with mods that add town NPCs. Could that cause the big difference? I only downloaded the generic voice models for xVA (Common, YoungEager, EvenToned, etc.) but not the ones for unique NPCs.

Posted (edited)
On 12/9/2025 at 11:13 AM, El_Duderino said:

Hi and thanks!

 

More variety is always welcome. :) 

 

I'm a bit surprised by the download size. My xVA sound pack for the mod is only 150 MB (bsa & zipped). As far as I can tell, all dialogue should be conditioned to the appropriate NPC or group of NPCs that can speak it.

 

The one big exception is the tavern guests, for which I didn't include a condition because I thought that almost every vanilla voice could be a potential tavern guest, especially with mods that add town NPCs. Could that cause the big difference? I only downloaded the generic voice models for xVA (Common, YoungEager, EvenToned, etc.) but not the ones for unique NPCs.

 

I think I made a mistake while creating the export for the voice pack. But I thought hey, huge mod, lots of lines for different actors, gonna be allright. I'll check again and reupload if anything changes. But if I read you right, you allready have a voice pack? Did I miss something and I did it twice?

Edited by bigbasi
Posted (edited)
On 12/9/2025 at 11:13 AM, El_Duderino said:

Hi and thanks!

 

More variety is always welcome. :) 

 

I'm a bit surprised by the download size. My xVA sound pack for the mod is only 150 MB (bsa & zipped). As far as I can tell, all dialogue should be conditioned to the appropriate NPC or group of NPCs that can speak it.

 

The one big exception is the tavern guests, for which I didn't include a condition because I thought that almost every vanilla voice could be a potential tavern guest, especially with mods that add town NPCs. Could that cause the big difference? I only downloaded the generic voice models for xVA (Common, YoungEager, EvenToned, etc.) but not the ones for unique NPCs.

 

I am using a modified Version of this script to create my exports. https://www.nexusmods.com/oblivion/mods/52931

for testing I changed one Line in your mod to have the speaker set and it works. I mean the script. 😉

So as for now, there is really not a whole lot I can do about that, except trying to rewrite my export script to also check for condition... but I am not sure, if I have that in me. 😉 I can read code, but writing it is something completely different.

 

Spoiler


Screenshot 2025-12-16 181159.jpg

Screenshot 2025-12-16 183228.png

Screenshot 2025-12-16 184045.jpg

 

Edited by bigbasi
Posted (edited)

Hi,

 

Very interesting! The export script that I'm using works perfectly with the GetIsID condition. In the above example, it would only extract that dialogue for the voices of Alvor, Oengul and Rustleif. I think it works with conditions really well in general, though I have to find out how it deals with Voice form lists (haven't experimented enough yet). 

 

I'm fairly sure that the script I'm using is from DoubleCheeseburger. It can be found somewhere in this thread, along with a really detailed setup walkthrough.

https://www.loverslab.com/topic/168547-doublecheeseburgers-xvasynth-based-mod-voicification-thread/page/18/

 

In full disclosure - I don't know what's actually happening inside that script. It just works for me and so I stuck with it. My xEdit also looks slightly different on the dialogue topic details. I can't even see the RNAM and ANAM entries in mine and don't know what they actually do.

 

Spoiler

image.png.02f71185e8f359951a50101516ea394e.png

 

Edit: I'm using SSEEdit 4.0.4 according to the title bar in case that matters in any way.

 

On 12/16/2025 at 5:03 PM, bigbasi said:

But if I read you right, you allready have a voice pack? Did I miss something and I did it twice?

Yes, there already is a sound pack, though it's not always fully in sync with every patch/update to the mod and I have no idea how many of the Skyrim vanilla voices this actually covers. "Devious Slavery Soundpack.zip" is the file name, in it is the .bsa and dummy .esp

 

Edited by El_Duderino

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...