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> xVAsynth voice generation, Let's swap tips!
Lena Wolf
post Nov 29 2022, 05:32 PM
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Let's have a whole new thread about voice generation with xVAsynth! This is for all the different games that it supports. There are differences of course, but I think there are more similarities and hopefully we can help each other.

I'll start - this is for Oblivion, a reprint of my post in Wolf Mods thread.

I had another go at voice generation in batch mode, and I now have a better idea of what's going on. I wrote it up here, if anyone is interested.

It's a huge pain at the moment to export quest dialogue. There is an xEdit script for Skyrim but not for Oblivion, and Skyrim quest records are too different - voice types are independent from race in Skyrim. I looked at that script... complicated. I know it's "only" a Pascal program, but it's yet another API to learn... mmm... Does anyone have a similar script for Oblivion? biggrin.gif


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ghastley
post Jan 30 2023, 02:11 AM
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Joined: 13-December 10



I've been using using it the hard way, one line at a time, and tweaking the results for pitch, pacing and energy. Some voices seem to generate close to what I want the first time, but others take a lot of manual input before they sound anything but flat.

I have released Forsworn Hearthfires 0.1 and Orc Hearthfires 2.1 with some voice content, and adding it to the Succubus/Diablo mod has got the scene with Azura and Nocturnal working, so that may be out soon, too. I still want to do more work on Nocturnal's lines, as she still sounds bored. Plus, Greta needs some dialogue as a follower, and the priestesses and acolytes at the monastery need more to say.

The sheer size of my Oblivion mods means I'm not going to do the same with them. I might try to do a batch job following Lena's method, but until I can actually run Oblivion on my machine with no CD drive, that can wait.


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Mods for The Elder Scrolls single-player games, and I play ESO.
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