I've been getting a lot of comments and private messages so I just want to clarify this here:
I won't be doing this for other quest mods and I am not taking requests.
Point Lookout was the only quest mod that I personally use that didn't already have a voiced player and I found that jarring, so I made this for myself and thought I'd share. The name of the AI used is ElevenLabs and is mostly free to use (it currently has a free trial) so anybody is welcome to use it for any mod they wish.
There are around 700 voice lines in this mod, so it's highly possible that there may be some issues that I've missed. Please report any lines that cut off too early or are assigned to the wrong voice.
I've moved the BA2 version to optional files, as users are reporting issues with some voice lines not playing even though they are in the archive. I'd recommend using the loose files version to potentially avoid these issues.
Wow this mod looks interesting, thanks for your work! Did you generate lip data from the ElevenLabs audio? If so, how? I'd love to learn how to do that as well.
It’s on the Point Lookout mod page under updates. It’s standard practice for patches to be uploaded this way, you should probably be keeping more of an eye out for them.
Thank you kindly for this, it's a big deal to me as I'm someone in the minority whom appreciates a voiced protaganist.
I do have a slight issue I was hoping you could help me with: XDI normally removes the voiced protaganist from any of its tagged dialogues, which you fix with your version of the DLL.
However, it also breaks older quest mods by not showing the original prompts - which was fixed by Wolfmark and uploaded to a forum - though I had a hard time finding his original post I did find the download link ( https://drive.google.com/file/d/1NHGQkp27EFkPjQdQRwtXCTuCRRXecF0h/view?usp=sharing )... he makes it so that there is an option to toggle displaying the original dialogue tags in addition to the full text, which fixes older quest mods that were otherwise broken.
Is there any way you would be willing to either provide the source for your XDI.dll modifications (since you say clearly you are not taking requests) or otherwise if feeling generous use the source Wolfmark kindly provided to make an optional DLL that would do both that and allow for the voiced protaganist in XDI scenes?
What I think you're asking for is outside the scope of my abilities, EnvyDeveloper is the creator of the modified DLL used here so you'd be better asking them about it. They simply provided me with the permission to include it.
I'm currently playing it with the loose files version. Great job, it sounds mostly like somebody contracted the original speaker for the female voice, although it had some worse lines.
If it helps, I spoke with everyone at the cathedral. There is probably a problem with the conversation with Nadine, I couldn't hear anything from my side. The conversation with the brain is mute in the last minutes of the video, because of a sound bug after the camera was submersed in shallow water (leads to muted footstep sound, and silent player voice). After a restart, the lines were there and sounded nice. But when I loaded a previous save in the same session, the sound was gone again, without the water audio bug this time. The Nadine conversation could have a problem, but everything else is Todd's fault. Time to replace him with an AI, it couldn't be worse.
80 comments
I won't be doing this for other quest mods and I am not taking requests.
Point Lookout was the only quest mod that I personally use that didn't already have a voiced player and I found that jarring, so I made this for myself and thought I'd share. The name of the AI used is ElevenLabs
and is mostly free to use (it currently has a free trial)so anybody is welcome to use it for any mod they wish.I'd recommend using the loose files version to potentially avoid these issues.
It’s standard practice for patches to be uploaded this way, you should probably be keeping more of an eye out for them.
I do have a slight issue I was hoping you could help me with: XDI normally removes the voiced protaganist from any of its tagged dialogues, which you fix with your version of the DLL.
However, it also breaks older quest mods by not showing the original prompts - which was fixed by Wolfmark and uploaded to a forum - though I had a hard time finding his original post I did find the download link ( https://drive.google.com/file/d/1NHGQkp27EFkPjQdQRwtXCTuCRRXecF0h/view?usp=sharing )... he makes it so that there is an option to toggle displaying the original dialogue tags in addition to the full text, which fixes older quest mods that were otherwise broken.
Is there any way you would be willing to either provide the source for your XDI.dll modifications (since you say clearly you are not taking requests) or otherwise if feeling generous use the source Wolfmark kindly provided to make an optional DLL that would do both that and allow for the voiced protaganist in XDI scenes?
They simply provided me with the permission to include it.
If it helps, I spoke with everyone at the cathedral. There is probably a problem with the conversation with Nadine, I couldn't hear anything from my side.
The conversation with the brain is mute in the last minutes of the video, because of a sound bug after the camera was submersed in shallow water (leads to muted footstep sound, and silent player voice). After a restart, the lines were there and sounded nice. But when I loaded a previous save in the same session, the sound was gone again, without the water audio bug this time.
The Nadine conversation could have a problem, but everything else is Todd's fault. Time to replace him with an AI, it couldn't be worse.
https://youtu.be/WC7AmEwb6FM?t=1410