It is not currently possible to support OpenMW with this project. The OpenMW Lua API does not currently provide access to the areas required to create a script for this mod to work with that engine. If/when something like that becomes available, support will be added.
The only alternative way to add any kind of support would be by creating a plugin and manually adding every voice line to the appropriate section, and even further extensive changes to separate all the generic dialogue so that it can play the dialogue for the appropriate voice. It may be possible to write a generator to produce a very rudimentary esp for only dialogue that is unique to a single NPC, however, such an esp would be highly incompatible with other mods.
If someone experienced with OpenMW modding believes they've got a way to implement it and are willing to put in the time to do so, you're more than welcome to contact me and I'll gladly include it in the mod. Otherwise, any discussion of OpenMW support is better directed toward expanding the OpenMW Lua API to enable the script from this mod to be ported over.
tl;dr; Not possible yet, when possible, will be done.
Support/Help
For support and/or help, please check the dedicated Discord server for my mods and/or the Documentation website.
Thank you for this mod! I used the OpenMW patch and it works great! I thought it was broken because some NPCs didn't have dialogue, but then I realized those files haven't been made yet. I was impressed by the file size already. That's so much work, even with using AI! Thank you for that. I hope you are still working on it. It's such a treat, looking forward to streaming with it to make it more entertaining so I don't have to read some of the dialogue out loud.
Because this is a low effort mod, I'm going to copy paste a comment I had on the "Quest Voice Greetings" mod.
Yeah, this does not sound good compared to the real voice lines. If you don't have the money to pay for voice actors or the talent to voice yourself, then don't resort to stealing other people's voices. You get a much better result and can even have more of a variation of voices. Skywind is doing it so why can't others follow suit? If you are that passionate about having more voice lines then what's in the game, then invest your resources or skills
If you think any part of this has been low-effort, I'd love to know what you think effort is. Compared to every other upload I've made, this has had far more time and energy spent on it, by far more people than anything else I've made. The line extraction tool alone took about as much work as Root Builder.
The new Chatterbox open-source TTS model is incredible, it supports voice cloning and you can easily run it offline, it's pretty fast, too. I think it's possible now to not use ElevenLabs. @Kezyma
So instead of set lines, like, already taking in game lines and vocalizing them, can't u use a AI to like play the dialouge for what the playre sees when talking? it will make it ez for the package to extract and just more compatable i think
There is a basic TTS mod out there somewhere, but it's not a simple setup by any means! You could do it with this only if people are willing to wait 10-20 seconds for each line to start playing and are happy downloading a whole bunch of tools and configuring a complex pipeline to interact with them through MWSE. It's not really practical for actually playing.
Too bad it wasn't a tutorial on how to do this I would start chipping away at it. I don't even want no credit I would just love to see this mod finished
Thanks for replying. I was trying to use your tools to add voice acting to a different mod and ending up dealing with more obstacles than I was expecting.
This is what you want: Line Extractor Download it and create a folder named Esp, put all the vanilla game esp/esm files, and your mod (along with any mods it depends on), for non-vanilla files/plugins, you'll have to rename them alphabetically for a functional load order. Edit LineExtractor.bat in notepad and change the line to read: Kezyma.LineExtractor.exe extract nogame Save it and run it. Assuming all goes well, it should generate a folder called Csv, with a csv file for each non-vanilla mod you included, containing all dialogue needed for that plugin.
This post needs to be updated because it is very much possible to use voices of vvardenfell on openmw, even without needing mge xe or mwse. All made possible by openmw voices of vvardenfell patch that came out about 7 months ago on nexus mods. It is great to be able to play it this way, and i think way more people should be notified about that being a possibility. Also Thanks for making a great voice mod!
The patch is actually just a separate mod in its own right, it only needs this for the voiceline files! I already get support requests for the OpenMW patch despite having 0 involvement in it and often people don't happen to mention that's what they're using.
Obviously though, it is possible now, and in the not-too-distant future, I'd like to create a port that's just bundled with this. I haven't updated the top part though as it's the only thing stopping this comment section being entirely filled with questions about OpenMW!
I'll include the link here: https://www.nexusmods.com/morrowind/mods/54137 For anyone who uses OpenMW, you can try this, just please don't ask me if something doesn't seem to work, as I can't really do anything about it!
The OpenMW patch is an entirely separate mod that just uses the audio files from this one. I would assume so, but you want to ask the author of it for that.
maybe in 10 years lol. Sadly as nice as this mod is there are just too many mods that fix more than gender neutral stuff from gameplay to dialogue inconsistencies that either don't match with the lore or are incorrect because bethesdon't. As people develop the mod it would be good to include patches for the fixed words instead of leaving it just vanilla.
582 comments
It is not currently possible to support OpenMW with this project. The OpenMW Lua API does not currently provide access to the areas required to create a script for this mod to work with that engine. If/when something like that becomes available, support will be added.
The only alternative way to add any kind of support would be by creating a plugin and manually adding every voice line to the appropriate section, and even further extensive changes to separate all the generic dialogue so that it can play the dialogue for the appropriate voice. It may be possible to write a generator to produce a very rudimentary esp for only dialogue that is unique to a single NPC, however, such an esp would be highly incompatible with other mods.
If someone experienced with OpenMW modding believes they've got a way to implement it and are willing to put in the time to do so, you're more than welcome to contact me and I'll gladly include it in the mod. Otherwise, any discussion of OpenMW support is better directed toward expanding the OpenMW Lua API to enable the script from this mod to be ported over.
tl;dr; Not possible yet, when possible, will be done.
Support/Help
For support and/or help, please check the dedicated Discord server for my mods and/or the Documentation website.
Yeah, this does not sound good compared to the real voice lines. If you don't have the money to pay for voice actors or the talent to voice yourself, then don't resort to stealing other people's voices. You get a much better result and can even have more of a variation of voices. Skywind is doing it so why can't others follow suit? If you are that passionate about having more voice lines then what's in the game, then invest your resources or skills
The new Chatterbox open-source TTS model is incredible, it supports voice cloning and you can easily run it offline, it's pretty fast, too. I think it's possible now to not use ElevenLabs. @Kezyma
Download it and create a folder named Esp, put all the vanilla game esp/esm files, and your mod (along with any mods it depends on), for non-vanilla files/plugins, you'll have to rename them alphabetically for a functional load order.
Edit LineExtractor.bat in notepad and change the line to read:
Kezyma.LineExtractor.exe extract nogame
Save it and run it.Assuming all goes well, it should generate a folder called Csv, with a csv file for each non-vanilla mod you included, containing all dialogue needed for that plugin.
Obviously though, it is possible now, and in the not-too-distant future, I'd like to create a port that's just bundled with this. I haven't updated the top part though as it's the only thing stopping this comment section being entirely filled with questions about OpenMW!
I'll include the link here: https://www.nexusmods.com/morrowind/mods/54137
For anyone who uses OpenMW, you can try this, just please don't ask me if something doesn't seem to work, as I can't really do anything about it!