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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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Lena Wolf
post Oct 12 2025, 12:26 AM
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From: Bravil



I feel the same, but I cannot replace the generated voice lines with voice actors because of the sheer volume of lines. I tried avoiding spoken lines, but in the end I felt it hurt the mod more than somewhat artificial-sounding XVAsynth voices. My Skyrim-for-Oblivion mod has some 70,000 voice lines for all the races in different voices and both genders, so there is no way I can replace that with spoken phrases. Equally, I find it morally unacceptable to use a commercial voice generation service that takes my money but does not pay the actors whose voices are being cloned.

For this reason all my voice files will remain generated with XVAsynth v2.3 which produces voices that are similar to the original, are well articulated and easy to understand, but at the same time are unmistakably artificially generated and not pretending to be spoken by the original actors. There is no mistake possible! And I prefer it this way.


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