MellowDrama Posted Monday at 12:04 PM Author Posted Monday at 12:04 PM 37 minutes ago, Xarcellmo said: I confirm it's now working for me as well. On a side note, may I suggest to improve the quality of life when dealing with a mod with thousands of lines of dialogue from different characters and we're only interested in revoicing just one of them? When you "apply script" on an .esp it will do the whole mod but if you run the script on one or multiple dialogue topics it will just do those lines and the responses. And you can ofcourse turn off all the other voices save for the one you wanna regenerate. maybe this isnt what you mean? 1
Xarcellmo Posted Monday at 12:26 PM Posted Monday at 12:26 PM 18 minutes ago, MellowDrama said: When you "apply script" on an .esp it will do the whole mod but if you run the script on one or multiple dialogue topics it will just do those lines and the responses. And you can ofcourse turn off all the other voices save for the one you wanna regenerate. maybe this isnt what you mean? I see. Now that I think about it, I always ran the script on the whole mod and never once tried it on single/multiple dialogue topic/s. It's definitely something I'll have to keep in mind.
modball Posted Monday at 03:44 PM Posted Monday at 03:44 PM 3 hours ago, MellowDrama said: but if you run the script on one or multiple dialogue topics it will just do those lines and the responses. Oh cool! Did not realize this was an option!
StuffedNinga Posted Monday at 04:11 PM Posted Monday at 04:11 PM (edited) I would recommend that after running the xEdit extraction script that it is saved and opened as a separate text file, instead of jumping into the voice generation program. Encourage authors to look at the script and fix spelling errors and such prior to generating voices. Bonus points if you generate another import script that will create a new mod of any dialogue changes. This should be possible as I made a crude version of this for myself already but not to the same scope. xVASynth generations were fine with typos and robotic emotions. But as you approach more realistic voices, these things become an immersion breaker in the style of Uncanny Valley and in this way is worse that xVASynth. It's especially hard on VR players. Some tips: * ALL CAPITAL letters is meant to generate emphasis but more often than not, breaks the dialogue, especially if everything is in CAPS. Another way to generate emphasis is to put the specific portion in quotation marks. * Jarl, Daedra, Ysolda, Ysgramor, OK, and whore might need to be renamed to Yarl, Daydra, Isolda, Isgramor, okay, and hore prior to generation (but do not resave into the esp, of course). I've had issues with these words on a previous TTS and have just stuck to this as a good practice and haven't had issues since. * Quen can do sound effects well, like "Mmm" and "Hahaha" but its looking for specific spellings. "Mmmmmmmm" ,"Hahahaha" and "Hehehe" won't sound right. Exaggeration is bad. * If you want to go the extra mile and get a specific emotional response, you have to extract an audio reference file that contains that emotion. Hadvar, for example, is very soft spoken so all his dialogue will be very soft spoken. However, when fleeing Alduin, he's animated and shouting, and you need that specific audio if you want Hadvar to be animated. * Another way to show emotion is to write your dialogue as a story prompt. So instead of just saying "By the Divines!" you could say, "'By the Divines,' she screamed in terror!" then you'd have to use an audio program to remove your additional prompt. But I've found this method works well to convey additional emotion. Edited Monday at 04:14 PM by StuffedNinga
rsunmcoxuxypqwuvfr Posted 3 hours ago Posted 3 hours ago (edited) On 8/10/2026 at 4:39 AM, modball said: Reinstall with the CUDA enabled torch versions - this might be GPU series dependent, I am not sure: Thanks to your indications i managed to make it works as well on my old Nvidia GTX1060 3GB, but it's not that straightforward. When i installed the mod, i just installed the latest python version of v3.14.6 which caused some dependencies down the process. So for people who wants to do the same with old cards: First you need to have the CUDA binaries installed: https://developer.nvidia.com/cuda-downloads?target_os=Windows&target_arch=x86_64&target_version=10&target_type=exe_local I did a whole install (all options). You need to check the CUDA computation capacity value of your card : https://llmlaba.com/articles/cuda-pytorch-compatibility.html Mine was 6.1 for example. Then, you need to find an existing version of pytorch for your computation capacity value, ( due to pytorch CUDA v13.X branch giving up on compatibility with any CUDA computation older than 7.5). Mine was pytorch v2.5.x for cuda branch 12.1 (cu121) or 12.4 (cu124) Then according to the version found, you need to find the latest Python version for which your pytorch package was built: https://pytorch.org/get-started/previous-versions/ For me, it was python v3.12.x (so latest was v3.12.10), you can find all of them here : https://www.python.org/downloads/windows/ From there, i installed this specific version (no symlinks, without adding it to the PATH) in a specific folder like C:\tools\python\python3.12 Then for the MD's Skyrim Voice Tools: I renamed off the .venv folder as .venv.off to disable it i had to recreate the virtualenv using the v3.12 python exe. In a shell in the X:\Steam\steamapps\common\Skyrim Special Edition\Tools\MD's Skyrim Voice Tools\qwen3-tts folder C:\tools\python\python3.12\python.exe -m venv .venv Then you activate the python virtualenv by running this shell command .\.venv\Script\Activate.ps1 Then using pip, you reinstall the requirements pip install -r requirements.txt --index-url https://download.pytorch.org/whl/cu124 This installed for me the v2.5.1 of torch and torchaudio with cuda 12.4 support. You need to do the same kind of actions in the X:\Steam\steamapps\common\Skyrim Special Edition\Tools\MD's Skyrim Voice Tools\skyrim-audio-tools\program I renamed off the previous .venv folder as .venv.off to disable it i had to recreate the virtualenv using the v3.12 python exe. C:\tools\python\python3.12\python.exe -m venv .venv Then you activate the python virtualenv by running this shell command .\.venv\Script\Activate.ps1 Then using pip, you install the tools for sound manipulation: pip install imageio-ffmpeg faster-whisper ttkbootstrap pykakasi you're done, normally the python scripts should works the same way in python v3.12 and the generation should now use CUDA and be a bit faster than using the CPU (personally i got something like 30% increase, or 2min reductions/lines) Edited 3 hours ago by rsunmcoxuxypqwuvfr Formatting
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