Help - Search - Members - Calendar
Full Version: Mod Detectives
Chorrol.com > Mods > Skyrim Mods
Pages: 1, 2
Acadian
The purpose of this thread is to help folks find Skyrim mods. Inquiries can fit into several categories, such as:

-An idea that you think would be good for a mod – is there such mod already out there?

- A known mod that you are considering – anyone here at chorrol used it and had good/bad luck with it?

- Trying to pick from among several mods that do sort of the same thing. Which one is best – or at least what are some experience-based considerations. smile.gif

*

Naturally, I currently have something in mind, so here goes:

I very much miss my ‘Innocent’ voice set that Buffy uses in Oblivion. It used triggers and comments inspired by the Baldur’s Gate series. I recall that SubRosa used the same mod only with differing voice sets such as Imoen or Viconia. Anyway, I’m looking for something similar for Skyrim. I know that battle taunts are part of it and that's okay, but I’m actually more interested in non-fighting comments. I seem to recall Grits mentioning using Player Voicesets. The support and level of endorsement for the mod on Nexus seem good. Before I try it, any comments on this mod or ideas for one that might suit my purposes better?
SubRosa
I do not think I have ever heard of it. But I would love to hear how it works if you try it.
Grits
This is a great idea for a thread! smile.gif

I still use the player voice mod Acadian linked for Marius and Zanimal, and I still like it. I seem to recall most of the comments are battle oriented. The only complaints I have is that sometimes I hear a treasure comment when I’m getting something good out of storage at home or out of a saddlebag rather than looting out of a chest, and occasionally a taunt gets fired off before I actually see the enemy.

I plan to use it for Darnand and Lildereth this winter since their voices are included. Acadian, the Female Young Eager voice (like Jordis and Ysolda) might be nice for Buffy. I’ll try it out on Sofe just to check if there’s anything weird since I have that mod installed in her game already. It’s very easy to switch voice types or disable the mod entirely through the Mod Configuration Menu. Right now Sofe is using Serana’s voice. That set does a LOT of combat grunting. blink.gif
Grits
OK, I ran Sofie through some adventures tonight. As I thought there aren’t many voice events other than combat for this mod. Entering a town, casting a spell, going into sneak mode, general chatter and such are not voiced.

I looked around a little and it seemed that nanahane’s Additional Player Voices for Skyrim has more voice events, and people have made their own voice sets to use with this mod. So maybe replace the wav files with Buffy’s voice from Oblivion? The drawback for me is that as far as I could tell you can only use one voice at a time with nanahane’s mod. Not a problem for Buffy of course, but you can imagine the arguing in Jerric’s world. tongue.gif I’m interested to hear if anyone has tried this one or used it to make a voice set of their own.
SubRosa
Well if you did go the route of replacing the sound files with other ones (like from Baldur's Gate), you could just make multiple versions of the mod, one for each voice. Then enable whichever one is appropriate everytime you start the game.
Grits
*smacks forehead* That’s a great idea! Or just use different profiles. Thank you, SubRosa! biggrin.gif
Acadian
Thanks so much to both of you! This morning I installed PlayerVoicesets and it is working fine. Sure enough, young/eager is the best option for Buffy (Grits, you know her well).

Tinkering with the additional voices mod to swap out wav files is beyond my comfort level, so I'll stick with the simple mod for now.

I would be interested to see if either of you have good luck doing that though.

Thanks again! biggrin.gif
haute ecole rider
I love this idea for the thread, Acadian! I've had a few thoughts throughout the course of gameplay but haven't thought to write/tap them down. Of course now I can't think of any of them!

But I will keep this thread in mind and come back when I want to find/locate something.

Oh, and update: Alise and Company are now relaxing in Falskaar after completing the mod's main quest. I have to say that that was the most rewarding quest/new land mod I've ever played, between Skyrim and OB. The MQ isn't so much fetch-and-carry and save-the-world-by-yourself-while-everyone-else-sits-on-their-arses as it is more a collaborative effort between the PC and some of the key NPCs in the mod. Not to spoil anything but I really enjoyed the MQ here as Alise and Co. got to interact more with the NPCs on a collaborative scale. Now that that's done, Alise and Co. are mopping up a few side quests in this beautiful land that reminds me so much of upland Colorado/Wyoming with the aspens and the bears and the elk.
Acadian
Rider - Thank you! I went to Nexus and looked at that Falskaar mod. It looks wonderful! I quite like the idea of adding whole new world spaces to explore. I've added it to my tracking list to come back to later.


As an illusionist, Buffy quite misses her 'command' spells from Oblivion. In fact, she'd happily dump all the frenzy, calm, fear and invisibility effects just to have a command spell. In Dragonborne you can make 'command' spiders that you toss at your foe to accomplish this so I know the effect is in the game somewhere. The Bosmer racial perk power and spriggan abilities are further evidence that the game can certainly deal with 'command' as a magical effect. No luck searching for a simple mod that provides such a spell at Nexus though. Not really looking for a magic overhaul at all, just a mod that pretty much just adds command spells. If anyone knows of one, I'd love to hear about it. smile.gif
Grits
I’m glad Buffy’s now able to speak her mind! smile.gif

Rider, it’s good to hear that about Falskaar. I have it installed in Sofie’s game and she’s already made a plan to explore what I know will lead her there. She just has to fulfill her promise to Ma first.

I’m also interested in a set of Command spells, Acadian. I don’t know of a mod, but I poked around a little in the CK to see what’s already there. It’s way over my head of course, but that’s where I’m used to starting. tongue.gif I’m thinking of a targeted spell like the Oblivion spells, not the area effect that (I think) the existing Shouts and Bosmer power use. It would be great if someone found a mod already made!
SubRosa
I tried Player Voicesets, and didn't much like the options. So that quickly got deinstalled. I am currently working on Additional Player Voices. I created three voice sets for it: Viconia, Imoen, and a Sassy voice for BG2. Now I am going to try them out to see how it actually works.
Acadian
I'm with you, SubRosa. After a time of using Player Voicesets, I deactivated it. If you ever do sort out how to get something closer to what we used in OB, let me know.
SubRosa
My short trial run found that when they voices play, they are much quieter than they sound when you play them back outside the game. So you need to amplify the volume on all of them. I am going to try doing that with the three voices I made. But first I am going to eat something, and watch Ragnar and Lagertha kill people.

However, quiet voices aside, it is nice to hear good old Viconia and Imoen once more. Good on me if I saved the day!
Acadian
As you know, I'm used to 'Innocent' as the speaking voice for Buffy, but Imoen could certainly work in a pinch. The real beauty of the OB mod was that it used BG cues to make the voices go (instead of *ugh* taunts). Buffy is way too skittish to taunt anyone while fighting, but I sure did enjoy her OB comments on the weather, pretty stars and night, successfully unlocking things, entering sneak, entering a town. . . .
SubRosa
It is actually very easy to create new sound sets with this. All you need are the original sound files. Since it uses .wav files, which is the most basic sound file type, that makes it even easier. There are over a dozen different sound events, and each has a different folder that is clearly named. Such as Bowshowt, which plays when you fire a bow, and so on. Each folder can have 10 sound files in it, and again, they are simply named - bow1, bow2, etc...

So you just take your original files, copy the ones you want to the sound event folders you want, and rename them. I discovered that if you only have 1 sound file, it will only play one time in 10 when that event happens. So if you want to hear a sound played every time you fire a bow, you have to make 10 copies of the file, and number them bow1 - bow10. If you only want to hear it half the time, make 5 copies, and so on. This is actually rather nice, since it lets you control the frequency that you hear something.

I amplified Viconia and Imoen, and am back to do more testing. So far so good.
mALX
QUOTE(SubRosa @ Oct 11 2014, 09:23 PM) *

It is actually very easy to create new sound sets with this. All you need are the original sound files. Since it uses .wav files, which is the most basic sound file type, that makes it even easier. There are over a dozen different sound events, and each has a different folder that is clearly named. Such as Bowshowt, which plays when you fire a bow, and so on. Each folder can have 10 sound files in it, and again, they are simply named - bow1, bow2, etc...

So you just take your original files, copy the ones you want to the sound event folders you want, and rename them. I discovered that if you only have 1 sound file, it will only play one time in 10 when that event happens. So if you want to hear a sound played every time you fire a bow, you have to make 10 copies of the file, and number them bow1 - bow10. If you only want to hear it half the time, make 5 copies, and so on. This is actually rather nice, since it lets you control the frequency that you hear something.

I amplified Viconia and Imoen, and am back to do more testing. So far so good.



Does it use the same Wav files that Oblivion used for FX - (like Mono/16000/etc)?
SubRosa
Yes, because I took some of the Imoen .wav files from BruceVayne's Oblivion Soundset mods and used them for this mod as well.
mALX
QUOTE(SubRosa @ Oct 11 2014, 11:43 PM) *

Yes, because I took some of the Imoen .wav files from BruceVayne's Oblivion Soundset mods and used them for this mod as well.



I take it this is a "play sound," - no lip files? (because I noticed the voice files in Skyrim are .fuz.

I had considered using some vanilla voice files or from some mod, but can't play/hear them to choose any. Grrr.

I still have some of BruceVaynes voice files, I'll dig around and come up with something.



@ Acadian - Go to:

C:
Program Files
Bethesda
Oblivion
Data
Sound
FX

Find the Sound Set for Innocent and copy that whole folder. Paste it onto your desktop. All those sound files are WAV format, in Innocent's voice. There should be a copy there of ALL her sayings. plug those into that mod SR is talking about - that will work perfectly with those innocent files.


mALX


Has no one played with Sofia yet?


Acadian
Are you talking Sofia the spellsword fully voiced follower? If so, yes. smile.gif
mALX
QUOTE(Acadian @ Oct 12 2014, 07:48 AM) *

Are you talking Sofia the spellsword fully voiced follower? If so, yes. smile.gif


Well? What was the verdict? Oh, is she the one you said you liked? The one with the hilarious smarty mouth? I DL'd her this morning, lol.

SubRosa
QUOTE(mALX @ Oct 12 2014, 12:57 AM) *

I take it this is a "play sound," - no lip files? (because I noticed the voice files in Skyrim are .fuz.

There are no lip files. It is just the .wav files only.
Acadian
mALX - Lol. I just wanted to make sure we were talking the same thing. Yes, that is her. Sofia is a wonderfully custom-voiced Nord, with a rather irreverant sense of bawdy humor and a taste for mead. She has plenty of funny comments about all kinds of things. She also sings! She delightfully forgets and makes up her own words to songs sometimes but, in all seriousness, her singing voice is stunningly good. Better than Lisette (whose singing I can listen to for hours). She has plenty of nice touches, like whispering when you're sneaking.

Sophia is a spellsword - which is a perfect complement to Buffy. We give her a sword for one hand and let her cast destruction spells with the other. You can set her own horse for her if you want her to ride with you, but I can't comment on that - I use Convenient Horses which takes care of that.

You get a 'summon Sofia' spell which can be handy.

Overall, she is a good companion, as long as you are prepared for her tongue in cheek style and manner of poking fun at things.
SubRosa
I have my first three soundsets done - Viconia, Imoen, and Sassy. The last one is not doing a lot for me. I think it worked better for Baldur's Gate. I went through my old BruceVayne Oblivion Soundsets, and pulled out some of those that I might convert as well. There were a few I liked overall, but had one or two lines that drove me nuts, like the paladin shouting "For the Needy!". I could skip those lines in the Skyrim version, and maybe actually want to use them.

I put Innocent in the list Acadian, I will try that one next. I am not sure if I want to upload the 3 I have now as a single mod, or wait until make all that I have the gumption to do and the put them all on the Nexus in a single upload. It isn't difficult, but it is tedious and time-consuming.

In the meantime, if anyone wants to try out the three I have, PM me, and I'll email it to you.
Acadian
Gosh, I was just kind of hoping to hit you up for a copy of the Imoen one once you got it going okay. If you actually get to Innocent, I'll adore you forever! biggrin.gif I'm still ever so grateful for that set of buckskin greaves that you retextured to black for Buffy in OB so very long ago. happy.gif

I'll give you some time, then PM you and see how things are going.
mALX
QUOTE(SubRosa @ Oct 12 2014, 11:30 AM) *

QUOTE(mALX @ Oct 12 2014, 12:57 AM) *

I take it this is a "play sound," - no lip files? (because I noticed the voice files in Skyrim are .fuz.

There are no lip files. It is just the .wav files only.



Okay - but that mod everyone hates with the taunting and vanilla voices - from what I saw on Nexus, that one uses lip files, the Player is actually talking.

What I was thinking If there is a way to adjust THAT script; add more triggers (and a way to figure out what dialogue is saying what with those damn FUZ files) - we could actually have our characters speak the lines - with moving lips.

I'll never forget the first time I saw KC's Aravi's lips moving in Oblivion - it started me digging into scripts to find a way to get more triggers on that (BruceVayne's) scripts.

I've downloaded both voice mods so I can look over the scripts, but I don't have a clue on scripbting in Skyrim. I'd gotten pretty good at manipulating complex scripts in Oblivion, but that was before the stroke. Not sure if I'm capable of that kind of mental focus anymore. sad.gif

SubRosa
Don't feel bad. At one time I was pretty good with Oblivion's scripting. I used several mods with scripts I created myself, like my ferryboat mod. But Skyrim's scripting makes no sense to me at all.
mALX
QUOTE(SubRosa @ Oct 12 2014, 06:23 PM) *

Don't feel bad. At one time I was pretty good with Oblivion's scripting. I used several mods with scripts I created myself, like my ferryboat mod. But Skyrim's scripting makes no sense to me at all.



It isn't just that - I have to re-read everything repeatedly to absorb anything, and some cognitive function seems to be blocked. I am afraid I'm incapable of manipulating scripts even in Oblivion anymore - sure I'm not capable of learning a new scripting language anymore. This ... lack of function - one of the things that left me so depressed this past year. I plan to take the scripting class for Skyrim at the TESAlliance - Insanity Sorrow is a genius with scripts, and may give me some extra help since he knows my medical situation.
haute ecole rider
QUOTE(mALX @ Oct 12 2014, 05:53 PM) *

It isn't just that - I have to re-read everything repeatedly to absorb anything, and some cognitive function seems to be blocked. I am afraid I'm incapable of manipulating scripts even in Oblivion anymore - sure I'm not capable of learning a new scripting language anymore. This ... lack of function - one of the things that left me so depressed this past year. I plan to take the scripting class for Skyrim at the TESAlliance - Insanity Sorrow is a genius with scripts, and may give me some extra help since he knows my medical situation.


Don't worry overmuch about the memory/cognition thing. It takes time for your brain to rewire itself back to some level of cognitive function. I've been reading studies that show that the brain is capable of reforming new networks after something like traumatic brain damage (which is what you experienced with your stroke) as long as the neurons are constantly stimulated. They may not function the same way as before, but they will function. Working on things like scripts that makes you confront your shortcomings will stimulate those crapped out neurons into working again! I'm glad that Insanity Sorrow may be willing to help you out! It's going to be frustrating, but keep at it, kid! goodjob.gif
mALX
QUOTE(SubRosa @ Oct 11 2014, 09:23 PM) *

It is actually very easy to create new sound sets with this. All you need are the original sound files. Since it uses .wav files, which is the most basic sound file type, that makes it even easier. There are over a dozen different sound events, and each has a different folder that is clearly named. Such as Bowshowt, which plays when you fire a bow, and so on. Each folder can have 10 sound files in it, and again, they are simply named - bow1, bow2, etc...

So you just take your original files, copy the ones you want to the sound event folders you want, and rename them. I discovered that if you only have 1 sound file, it will only play one time in 10 when that event happens. So if you want to hear a sound played every time you fire a bow, you have to make 10 copies of the file, and number them bow1 - bow10. If you only want to hear it half the time, make 5 copies, and so on. This is actually rather nice, since it lets you control the frequency that you hear something.

I amplified Viconia and Imoen, and am back to do more testing. So far so good.



Or you could use different sound files for each event, right? Like for Bowshot:

Bow1 could be "Stand still so I can get your knee..." and
Bow2 could be "Dear gods you're an ugly sucker!" (etc)

- like ELZ's sound files in Oblivion, where it cycles through the comments so you can randomize 10 different comments for each event?

I may end up using that one, but sure would love it if it used lip files like BruceVayne's Oblivion Sound Sets did.


Grits
QUOTE(mALX @ Oct 14 2014, 03:18 PM) *

QUOTE(SubRosa @ Oct 11 2014, 09:23 PM) *

It is actually very easy to create new sound sets with this. All you need are the original sound files. Since it uses .wav files, which is the most basic sound file type, that makes it even easier. There are over a dozen different sound events, and each has a different folder that is clearly named. Such as Bowshowt, which plays when you fire a bow, and so on. Each folder can have 10 sound files in it, and again, they are simply named - bow1, bow2, etc...

So you just take your original files, copy the ones you want to the sound event folders you want, and rename them. I discovered that if you only have 1 sound file, it will only play one time in 10 when that event happens. So if you want to hear a sound played every time you fire a bow, you have to make 10 copies of the file, and number them bow1 - bow10. If you only want to hear it half the time, make 5 copies, and so on. This is actually rather nice, since it lets you control the frequency that you hear something.

I amplified Viconia and Imoen, and am back to do more testing. So far so good.



Or you could use different sound files for each event, right? Like for Bowshot:

Bow1 could be "Stand still so I can get your knee..." and
Bow2 could be "Dear gods you're an ugly sucker!" (etc)

- like ELZ's sound files in Oblivion, where it cycles through the comments so you can randomize 10 different comments for each event?

I may end up using that one, but sure would love it if it used lip files like BruceVayne's Oblivion Sound Sets did.

Here’s a utility that looks like it will give you the moving lips: Unfuzer. I could be wrong about what it does, though.
mALX
QUOTE(haute ecole rider @ Oct 13 2014, 08:46 PM) *

QUOTE(mALX @ Oct 12 2014, 05:53 PM) *

It isn't just that - I have to re-read everything repeatedly to absorb anything, and some cognitive function seems to be blocked. I am afraid I'm incapable of manipulating scripts even in Oblivion anymore - sure I'm not capable of learning a new scripting language anymore. This ... lack of function - one of the things that left me so depressed this past year. I plan to take the scripting class for Skyrim at the TESAlliance - Insanity Sorrow is a genius with scripts, and may give me some extra help since he knows my medical situation.


Don't worry overmuch about the memory/cognition thing. It takes time for your brain to rewire itself back to some level of cognitive function. I've been reading studies that show that the brain is capable of reforming new networks after something like traumatic brain damage (which is what you experienced with your stroke) as long as the neurons are constantly stimulated. They may not function the same way as before, but they will function. Working on things like scripts that makes you confront your shortcomings will stimulate those crapped out neurons into working again! I'm glad that Insanity Sorrow may be willing to help you out! It's going to be frustrating, but keep at it, kid! goodjob.gif



This actually gives me some hope! Thanks, Haute!!! Actually, that part you said about stimulating the brain - that is why I wanted to take this course in Skyrim modding. Try to force my brain to think a little better/faster.


QUOTE(Grits @ Oct 14 2014, 03:29 PM) *

QUOTE(mALX @ Oct 14 2014, 03:18 PM) *

QUOTE(SubRosa @ Oct 11 2014, 09:23 PM) *

It is actually very easy to create new sound sets with this. All you need are the original sound files. Since it uses .wav files, which is the most basic sound file type, that makes it even easier. There are over a dozen different sound events, and each has a different folder that is clearly named. Such as Bowshowt, which plays when you fire a bow, and so on. Each folder can have 10 sound files in it, and again, they are simply named - bow1, bow2, etc...

So you just take your original files, copy the ones you want to the sound event folders you want, and rename them. I discovered that if you only have 1 sound file, it will only play one time in 10 when that event happens. So if you want to hear a sound played every time you fire a bow, you have to make 10 copies of the file, and number them bow1 - bow10. If you only want to hear it half the time, make 5 copies, and so on. This is actually rather nice, since it lets you control the frequency that you hear something.

I amplified Viconia and Imoen, and am back to do more testing. So far so good.



Or you could use different sound files for each event, right? Like for Bowshot:

Bow1 could be "Stand still so I can get your knee..." and
Bow2 could be "Dear gods you're an ugly sucker!" (etc)

- like ELZ's sound files in Oblivion, where it cycles through the comments so you can randomize 10 different comments for each event?

I may end up using that one, but sure would love it if it used lip files like BruceVayne's Oblivion Sound Sets did.

Here’s a utility that looks like it will give you the moving lips: Unfuzer. I could be wrong about what it does, though.



I was reading up on that Unfuzer - if I'm not mistaken, it is a way to break into the FUZ files and turn them into WMA files or something - so you can play them on a regular sound player and hear them - kind of like deconstructing a recipe to find the secret ingredient or something. That is, if I'm not mistaken, lol.

Well, what I need is the script. The FUZ files are no problem, because I can pull files from anywhere on Skyrim or mods that use voice (and every line of dialogue they say should be printed out in the dialogue on the CK, so choosing the phrases should be fairly easy; just find a voice that I like.

The problem is, getting the script. I've downloaded the "Player Voicesets" mod - because it is the closest thing to BruceVayne's "Sound Sets," where the player uses lip files and voice - very awesome to see your player's mouth move when they talk! They just need more triggers, and a way to randomize so people don't get sick of hearing the same thing over and over.

I am going to install the "Additional Voice Mod," because (very much like ELZ's Oblivion voice mod) it gives the most triggers and also allows the Player to randomize their responses to each trigger.

I do plan to use it until I can come up with something using lip files, and maybe then use both.

In Oblivion I combined the Sound Sets and ELZ's mod so my character had both, which really added to the number of triggers. Sometimes she'd use the random responses and sometimes the responses where you could see her lips move when she spoke - you never knew which to expect unless it was a place only triggered by BruceVayne's (like going into the Guilds).

I used the same voice for both mods, but different phrases - that way her dialogue was always coming out with something different, you never knew what to expect - like when she is waiting, sometimes she will hum that little song, some times she will gripe - I loved that!



SubRosa
Additional Player Voices for Skyrim gives you about a dozen or so events that you can map sounds too. With up to ten sounds per event, that gives you a lot of diversity. I find the big problem is actually finding that many different sounds. Most of the events in my voice sets only have one to two different sounds. It was only making the Innocent set today that for the first time I had a dozen sounds for one event, and actually had to cut a few to get them down to ten.

I have only been playing with it for a few days, but so far APV has been really good. It has events for most things you do, like mounting a horse, discovering a new location, leveling up, skill increases, going into combat, drawing a weapon, etc... It only seems to be lacking in a few things, like a sound event for picking a lock/pocket, or becoming over-encumbured. It would also be nice to have a sound that would kick in when you are idle for a certain amount of time. I have no idea how you would add those events though. Skyrim's scripting makes as much sense to me at Sanskrit. But even lacking those, it is far an away my favorite choice of the voice mods out there.

I did some testing, and found it picks which sound to play in an event folder at random. Even if you do not have a .wav file for a particular 'slot', it might pick that one. In which case it just doesn't play anything. So if you only have one file, you will only hear a sound about once in ten times on average. If you want to hear something every time, you need to make 10 copies of your .wav file in the event folder. Even then though, I found that sometimes it still doesn't play a sound. My guess would be the script is getting butterfingers.

I have discovered that you don't need any .wav files in the event folders. You can leave some blank, and the mod will simply not play anything when that event happens. So no worries about breaking anything if you don't want a sound for some things. Which brings me to two events I am not sure about Bowshot and Crossbow. Both play a sound whenever you fire the particular weapon. But do you really want to hear your character say something every time you shoot? That would seem like it would get repetitive really fast.
mALX
QUOTE(SubRosa @ Oct 14 2014, 05:51 PM) *

Additional Player Voices for Skyrim gives you about a dozen or so events that you can map sounds too. With up to ten sounds per event, that gives you a lot of diversity. I find the big problem is actually finding that many different sounds. Most of the events in my voice sets only have one to two different sounds. It was only making the Innocent set today that for the first time I had a dozen sounds for one event, and actually had to cut a few to get them down to ten.

I have only been playing with it for a few days, but so far APV has been really good. It has events for most things you do, like mounting a horse, discovering a new location, leveling up, skill increases, going into combat, drawing a weapon, etc... It only seems to be lacking in a few things, like a sound event for picking a lock/pocket, or becoming over-encumbured. It would also be nice to have a sound that would kick in when you are idle for a certain amount of time. I have no idea how you would add those events though. Skyrim's scripting makes as much sense to me at Sanskrit. But even lacking those, it is far an away my favorite choice of the voice mods out there.

I did some testing, and found it picks which sound to play in an event folder at random. Even if you do not have a .wav file for a particular 'slot', it might pick that one. In which case it just doesn't play anything. So if you only have one file, you will only hear a sound about once in ten times on average. If you want to hear something every time, you need to make 10 copies of your .wav file in the event folder. Even then though, I found that sometimes it still doesn't play a sound. My guess would be the script is getting butterfingers.

I have discovered that you don't need any .wav files in the event folders. You can leave some blank, and the mod will simply not play anything when that event happens. So no worries about breaking anything if you don't want a sound for some things. Which brings me to two events I am not sure about Bowshot and Crossbow. Both play a sound whenever you fire the particular weapon. But do you really want to hear your character say something every time you shoot? That would seem like it would get repetitive really fast.



Unless they don't shoot very often.

But they have voice files with the sound of an intaking or releasing of breath - a tiny little sound, perfect thing for a bowgirl to do when they draw back on that bow, I have heard both Teresa and Buffy say it they do it when they shoot with the bow.

I have that sound in a wave file somewhere for Maxical, she used it sometimes when she sat in a chair or climbed into bed.

mALX


Hey SR, can you tell me which of your body/face textures you allowed to overwrite? I'm didn't allow any to overwrite till I could ask you, and although she looks good - not as good as she should with those high res textures; and in some lights or places her skin shows an odd pattern.

No neck seams though! I've got some pictures of her, will post them as soon as I can.

SubRosa
QUOTE(mALX @ Oct 15 2014, 10:37 PM) *

Hey SR, can you tell me which of your body/face textures you allowed to overwrite? I'm didn't allow any to overwrite till I could ask you, and although she looks good - not as good as she should with those high res textures; and in some lights or places her skin shows an odd pattern.

No neck seams though! I've got some pictures of her, will post them as soon as I can.

I installed them in the order listed, overwriting everything whenever prompted. Just be sure you install everything in the same order.
Acadian
Just thought I’d follow up on my quest to bring Buffy’s ‘Innocent’ voice that so defined her in Oblivion to Skyrim. We're now complete, except for a couple possible fine tunes.

I’m happily using the ‘Additional Player Voices for Skyrim’ mod. Thanks to SubRosa for leading the way at both sorting out wav files and what goes in which file, I’ve manually added the appropriate wav files for ‘Innocent’ to the mod and it is working wonderfully.

tongue.gif
Grits
Yay, that's great news! smile.gif
Lopov
Perhaps someone can help me - I'm looking for a mod that'd make dungeons darker. Most of such mods on Nexus either rely on something called ENB (I don't know what this is but I'm obviously not an ENB user), either they are outdated or don't cover DLCs. So does anyone know of any simple mod that'd make dungeons darker without editing anything else?

Another mod I'd be interested in, is more NPCs in Skyrim. Once again, there are a lot of them on Nexus, some look great at first, but they were updated for the last time in 2012, for instance. So if someone's been using any such mods, I'd appreciate some help.

I had another question but can't think of it now. Dementia, I guess.
Grits
For darker dungeons and interiors I use Climates of Tamriel. It does a whole lot of stuff but it was pretty simple once I decided what to use. There’s a lot to read on the mod page.

For NPCs I use Inconsequential NPCs (not to be confused with Interesting NPCs which I don’t use), Immersive Patrols no-battles version (due to my fragile laptop not liking battles), and Companions and Followers to add a little life to Skyrim. The last one only adds twelve potential follower NPCs, but they wander around based on schedules so it’s neat to pass them in taverns and on the road. I particulary like the NPCs in this mod because although they are attractive they still have a look that’s true to the original game.

Extended Encounters also adds NPCs to the world, with sometimes odd results. One of my characters left home only to meet her steward Marcurio strolling down the road minutes later. He was supposed to be teaching mage stuff to her children. kvleft.gif
Lopov
Thanks, Grits, I downloaded Climates of Tamriel (loose files edition) and installed only those mods that I want. I also added snow to entire Skyrim, which was one of my questions that I forgot to ask earlier, so another thanks for this!

I also downloaded Inconsequential NPCs and Companions & Followers. Although I got a warning that Skyrim will CTD if loading C & F without the ApachiiHair.esm, the game loaded fine. I suspect that instead of modded hair these followers will have some sort of vanilla hair.
Renee
I am curious if anybody has made anything that addresses footfall sounds?

In Oblivion if the PC equips light armor shoes, footfalls make one sound. If they equip light armor boots, they make another sound, and if they equip heavy armor, it'll be a very metallic sort of sound. See what I mean? Maybe PC is different, but on Xbox, all footfalls sound the same; kinda like modern wingtips or sneakers.

SubRosa
I don't recall a mod for foot step sounds, but one of my foundation mods is footprints. It does what the name suggests, and adds footprints to not only the player's steps, but also all the npcs and animals.
Renee
Oh good, Footprints. Hah, found it? That's definitely going to be a Must-Have. I wonder if there is an Oblivion version....

EDIT: Found it! It's called Immersive Sounds -- Footsteps?. monkeyoneyes over at Beth's forums found this mod, actually.
Acadian
I'm looking for a mod to eliminate the annoying barking of dog companions. There seem to be several out there. Some silence the barking but leave the animation. Some substitute a different animation for the bark/bark animation. And the more popular ones seem quite old. Given all that, I'm looking for a recommendation of what seems to work well. smile.gif
Grits
The Nexus is down right now, but off the top of my head I’m using Unique Dogs quieter version which replaces some of the bark animations with silent ones. It works perfectly with my Ulfe mod and keeps her from constant barking as well. Of course it also gives the named dogs different appearances, which I quite like. I believe there is a silent version which supposedly replaces all of the bark animations.

There’s also a new mod that might be worth watching, again just from memory I think it’s called Stealth Dogs or something similar. It seemed to be the successor to Hush Doggie.

And finally if you decide to allow some barking, I find that Deeper Dog Bark makes it much easier on the ears.
Acadian
Oh, thanks, Grits! That new mod you mentioned seems the answer. I studied the old 'Hush Doggie' mod and found that it really did need an update. Users even spelled out how to do the update. This new mod 'Sneaky Canines' is exactly and simply that: Hush Doggie with the update that the original modder never added. I'm going to try that and see how it works.

Buffy fell in love with an armored husky down in Ft Dawnguard and wants to get it as a 'pet' for Superian. We'll see how it goes. tongue.gif
Acadian
Update on barking dogs. I've installed and am using the 'Sneaky Canines' mod and it is wonderful. Buffy asked one of the DG huskies to tag along to try it out. Because of that darn vanilla barking, we've never really given dogs a fair shot and will say that I find their personality/presence and animations quite endearing. This mod eliminates the barking except when the dog alerts and enters combat - then he gives a nice single bark. I think Buffy will continue to favor forest creatures that are summonable, but this is certainly a great simple mod if you like the dogs but just don't want the excessive barking. goodjob.gif
Renee
never mind. Not really a mod question
Renee
I need some help with ENB. I need this mod to get WARZONES? working, and in general it seems a lot of mods require ENB. Problem is, which version should I choose?

Here is the ENB page I found. Well, one of them, anyways. Info is so confusing to navigate with this mod.

At the bottom of the page it says this....
QUOTE

Version 0.088 is the first version released for the game, include just bugs and performance fixes of the game.

Version 0.102 Tatsudoshi is New Year 2012 release, the same as previous versions, it use fake "ENB" video adapter to fix game bugs like transparent water and invisible fire (not actual now, but users of Radeon 2xxx/3xxx still have these issues). Not recommended, because it's very slow.

Version 0.103 Injector first version with special ENBInjector tool which allow to run mod while some incompatible software used (Afterburner, XFire, etc) or for Optimus laptops. Not recommended, because it's very slow.

Version 0.108 TrueHDR is very fast and simplified without most effects.

Version 0.119 last non deffered which completely support hardware antialiasing (msaa), but at cost of performance and quality. Latest versions support antialiasing, but some effects do not work.

Version 0.132 just a progress, requested to keep on the site for compatibility with some presets.

Version 0.168 just a progress, requested to keep on the site for compatibility with some presets.

Version 12.12.12 is performance optimized, but it's very old.

Version 13.7.13 is the last which optimized for old videocards of DirectX10 generation like GeForce
8xxx/9xxx/2xx and Radeon 2xxx/3xxx/4xxx, so each version after that developed corresponding to modern DX11 generation of videocards which have much faster arithmetics. Some effects may run slower for old cards, but faster for new. Sorry, but i can't make two versions, so after purchasing modern videocard everything changed accordingly.

Version 0.192 and newer include ENBoost patch (available for some other games too) which reduce memry usage of the game and as result fewer CTDs (crashes) and you may install much more modifications.
Version 0.226 support helper plugin which allow to use weather system and time without problems with game scripting.

Hardware antialiasing (msaa) supported in versions 0.119 and lower for all effects, all other version use deffered rendering which do not support aa. But in latest mods (starting from v0.180 if i remember, inclufing v13.7.13) you may enable antialiasing, many effects will turn off automatically then, but in general colors will be the same.

Presets are compatible with other versions of the mod with minor changes. For example 0.088-0.119 versions may use the same preset, 0.119-0.132 too, 0.132-0.168, etc.

v0.265
v0.262
v0.236
v0.221
v13.7.13
v0.168
v0.132
v121212
v0.119
v0.117 beta
v0.108 TrueHDR
v0.103 Injector
v0.102 Tatsudoshi


And as you can see, there are 13 different versions listed at the bottom of the page. huh.gif So which one do I use? Any ideas? ... WARZONES does not help much, it merely says 'this mod requires ENB' but it does not say which version we're supposed to use.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2024 Invision Power Services, Inc.