Even AWOP is without voices. All I have do is create voice base on the text, So we could not undermining the effort they wrote. Without dobut AWOP is a high quality mod.
I added a Google Sheet in the Description page of NPC with/without voice.
Interesting. Just curious, you say it takes a long time to put voices with these tools? I wouldn't mind helping you but I have no experience doing it, so no idea of the work involved.
Here is the program they're using and I dabbled a bit with this exact mod in mind, so this is an absolute MUST have on my mod lists now and yes it is a lot of daunting work if you don't have time or attention to properly give it. If you do want to help, *I have not* you'll want decent drive space as voice archives are decently sized if you download a bunch.
It really depends on how many dialogues the character have. I'll consider those NPC I've made got plenty dialogues, each NPC took me 4 to 6 hours. The learning curves isn't that high imho, if you have the basic modding concept, you could learn it rather quickly. Time mostly spend on adjusting output voice and generate lip file (because you need to do it one by one) Most error would be figured out during the generating progress so you shouldn't worry about it.
It is a bit experimental/some sort of 'promotion' to everyone else more than an actual long-term project currently. I'm looking forward to achieve a bit more tho. Thanks!
Ah i see you're not planning to fully voice AWOP by yourself , you're doing some advertising for SkyVASynth / xVASynth which is already in use for Skyrim modding , interesting to see that the tool got expanded to more games.
Im not a skilled and patient modder myself , but i hope others will help you and more people will start using the amazing tool.
I would like to but I don't want to make false promise. Everything is pretty straightforward enough imho.
You open the GECK and decide which NPC you want to add voice. Copy their dialogue one by one into xVASynth and generate needed voice. Arrange the voice with the appropriate file name which already available in GECK. Edit the sound to be more natural and generate .lip afterward. Profit.
Well not gonna lie this is a more likely an expermental project. I do need help from everyone to create their own version 'A World Of Speechless Pain' And even beyond with all the mods that lack voice acting out there.
Hey yall. Attempting to install with Mo2 and getting a "the content of <data> does not look valid". Any idea what I'm supposed to set as data directory. I cannot seem to get it.
Oh, right click and set as <data> directory. Sorry, I'm not familiar how nexus handle the actual .zip file somehow even though I downloaded a bunch of mods here.
23 comments
All I have do is create voice base on the text,
So we could not undermining the effort they wrote.
Without dobut AWOP is a high quality mod.
I added a Google Sheet in the Description page of NPC with/without voice.
I'll consider those NPC I've made got plenty dialogues, each NPC took me 4 to 6 hours.
The learning curves isn't that high imho, if you have the basic modding concept, you could learn it rather quickly.
Time mostly spend on adjusting output voice and generate lip file (because you need to do it one by one)
Most error would be figured out during the generating progress so you shouldn't worry about it.
I'm looking forward to achieve a bit more tho.
Thanks!
Im not a skilled and patient modder myself , but i hope others will help you and more people will start using the amazing tool.
I wish you the best of Luck ^^
Everything is pretty straightforward enough imho.
You open the GECK and decide which NPC you want to add voice.
Copy their dialogue one by one into xVASynth and generate needed voice.
Arrange the voice with the appropriate file name which already available in GECK.
Edit the sound to be more natural and generate .lip afterward.
Profit.
I do need help from everyone to create their own version 'A World Of Speechless Pain'
And even beyond with all the mods that lack voice acting out there.
Sorry, I'm not familiar how nexus handle the actual .zip file somehow even though I downloaded a bunch of mods here.