Finally using this in one of my play-throughs. Nice work! It's wild hearing them saying the lines for the first time, after playing EE several times in the past.
Very nice! Do I need the esp in order for this to work? I’m asking because I’ve been away for some time and I forgot the basic stuff about modding my Oblivion. I have a fairly stable installation that I’d rather not mess around with, stuff like rebuilding the batched patch etc. I have little free time these days and I’d rather spend it playing than tinkering with my load order and having to relearn basic stuff.
The ESP is optional, however without it the majority of the dialogue from Enhanced Economy will remain unvoiced, please see the mod Description page and read all my comments below from October for more info.
Version 4 is now uploaded, giving voice to guards (Imperial race, both genders) when you ask them "Anyone need help?"
The dialogue text on the screen will list the names of each merchant in that city with an outstanding quest, however the voiced line I used is "These are the merchants looking for help" so keep your eyes open.
The vanilla game only uses Imperials as guards (and only one of these is female). Other mods might add guards of different races, but I ran out of credits after generating a few lines for Nord Male only. So if you ask a guard "Anyone need help?" and their response is unvoiced, this guard is almost certainly mod-added and not an Imperial. For the majority of players, this will never happen.
Are all of the local economy lines supposed to be voiced? I have noticed lines only when initiating the topic, but the lines which actually tell you about the local prices remain unvoiced.
The lines after you select "High Prices" or "Low Prices"? It's impossible to voice those to match the text, as what is said is set using scripted variables.
If you can think of some generic words to be said every time, regardless of what is displayed on-screen in the text, let me know before next week. High Prices produces four lines of varied text, while Low Prices produces three lines of varied text.
Just updating following my earlier comment, v3 added voice to these lines, and I didn't need to use generic wording as I created an ESP to transfer the original mod's dialogue from the scripts to proper dialogue topic records.
Thank you very much for making this mod! I really appreciate hearing pretty much all the lines from the original mod voiced. However I did notice that asking the guards "Anyone need help?" is still unvoiced, but that is the only unvoiced line I have noticed so far.
That topic was intentionally skipped, as the dialogue lines vary depending upon certain scripted variables, and also contain condition-specific wording (e.g. the name of the current city, the number of merchants in that city with an outstanding quest, the names of each merchant in the city with an outstanding quest, skipping those whose quest is already completed) which would be too complicated to voice accurately.
I might possibly be able to put something together, replacing the condition-specific wording with more generic wording (so with e.g. the merchant names, player would have to read the names on their screen as they won't be spoken aloud), though I'd have to edit one of EE's scripts a little to copy the variable states to new globals so they can be used in dialogue conditions (as the script is not a quest script and not attached to a reference-able object, I cannot run conditions directly against the script variables).
Version 3 is now uploaded, giving voice to more than 1000 additional lines of dialogue compared to version 2. I believe I have now voiced every line of dialogue which can be voiced in Enhanced Economy.
You always offer excellent mods, this one included. Thanks, it will come useful. By the way, it would be great to have voiced characters for all Arthmoor's village mods, as well as for the UL set. Reedstand and Stalhrim would be nice, too.
Thank you. I've already voiced all Unique Landscapes which have dialogue, you can download either the separate ULs or the UL compilation to update. If you refer to DarkRider's Stalhrim Village, this mod does not include any dialogue so there's nothing to voice.
I've nearly used up all of my character count from my current ElevenLabs subscription and don't have a good reason to pay for another subscription, so won't be able to provide voices for many more mods. I've selected two or three smaller mods which I should still have enough characters to voice after Enhanced Economy.
Ah, I wasn't aware of UL and Stalhrim being sorted out (I'm yet to encounter a character from UL in my new playthrough). I see your point about the paid subscription. Fair enough. Thank you for all your efforts all the same. (Voiced Arthmoor's mods would be super cool, though.)
I don't think Arthmoor would be agreeable to that, he'd probably ask Nexus to delete such releases. For this reason I have not downloaded any of his mods to check needed character counts.
I'm currently creating a patch ESP for Enhanced Economy so that many of the dialogue lines I could not voice originally will be voiceable (that may not be a real word) using my remaining characters. Takes a bit of time though so working on that after work each evening this week, as my subscription expires next week.
I paid subscriptions so I could voice my own releases and mods I maintain such as the Russian mods I've translated into English (not Better Cities as that was voiced thanks to kind donations from a couple of people). Then I looked for mods I could voice to use up my leftover characters, since I don't like to waste what I've paid for.
There are several mods I took a look at in hopes of voicing them, unfortunately the character counts were high so it would have been costly to do. Below you can see a rough estimate of the character counts for the mods I looked at, rounded up to the nearest thousand. 110,000 characters costs $11, I don't feel like paying just to voice these. AFK_Weye - 300,000 Black Horse Courier Expanded - 230,000 Fighters Guild Quests - 121,000 Reclaiming Sancre Tor - 687,000 Stirk - 96,000 Tales of Cyrodiil - 555,000 The Blackwood Company - 225,000 The Return of the Dark Brotherhood - 126,000
I kept hinting at Arthmoor's mods because for some reason I've always thought you were on good terms with him. But I do remember all the drama ending in him leaving nexus. Hmm, maybe he would be interested in voicing them and hosting on AFK? I'm just thinking aloud.
As for the mods you mention - that would cost roughly $235, right? I agree this money could be better spent for everyday pleasures, but maybe nexus donation points could be used for that (via PayPal)? What if someone donated these points to you?
(Also, I've used the majority of these mods, except a few. Do you reckon all of them are worth playing? As in, are they bug free and compatible with one another, as well as with, say, UL and MOO?)
It is against the Nexus rules for a modder to "work on commission" i.e. to agree to doing something in exchange for any form of payment. A donation (whether PayPal or DP) must be given freely with no expectation from the giver that they will get anything in return, so I cannot say that any form of monetary donation I might receive would be used for voicing.
I have never played any of these mods, I made a list from the requests made on Dispensation's Voiced Addons Collection for Mods (ElevenLabs) mod comments, possibly adding one or two others which I know are popular, then downloaded each, extracted the dialogue and noted the character count. This enabled me to pick ones which my leftover characters could be used on, such as Enhanced Economy.
Ah, yes, of course. But strictly from the technical point it would be possible, I guess. So maybe someone's unused DPs could be well spent. Well, mine have just bought a laptop, but at some point, who knows?
Thank you for your patience with my questions. Have a good day!
Yes indeed, if I received a donation I could well choose to spend it on another ElevenLabs subscription, and then I would choose which mod(s) I wanted to voice.
Good news/bad news about my Enhanced Economy patch, I can now voice many more lines which previously weren't possible, but I only have enough characters left to do around half those new lines, so I'll voice what I can and if I ever get another subscription I'll finish the rest then.
Oh, thanks for the heads-up, slowpard. Is it downloadable? Which direction would one have to look to find them? Edit: I think I can see now. Thanks. :)
I would do, but its dialogue contains roughly 126,000 characters, so would cost $22 to voice. I do not wish to spend my own money voicing mods which aren't mine, except to use up any leftover characters after I have voiced the mods I was willing to pay for to voice.
25 comments
Thanks!
The dialogue text on the screen will list the names of each merchant in that city with an outstanding quest, however the voiced line I used is "These are the merchants looking for help" so keep your eyes open.
The vanilla game only uses Imperials as guards (and only one of these is female). Other mods might add guards of different races, but I ran out of credits after generating a few lines for Nord Male only. So if you ask a guard "Anyone need help?" and their response is unvoiced, this guard is almost certainly mod-added and not an Imperial. For the majority of players, this will never happen.
If you can think of some generic words to be said every time, regardless of what is displayed on-screen in the text, let me know before next week. High Prices produces four lines of varied text, while Low Prices produces three lines of varied text.
That topic was intentionally skipped, as the dialogue lines vary depending upon certain scripted variables, and also contain condition-specific wording (e.g. the name of the current city, the number of merchants in that city with an outstanding quest, the names of each merchant in the city with an outstanding quest, skipping those whose quest is already completed) which would be too complicated to voice accurately.
I might possibly be able to put something together, replacing the condition-specific wording with more generic wording (so with e.g. the merchant names, player would have to read the names on their screen as they won't be spoken aloud), though I'd have to edit one of EE's scripts a little to copy the variable states to new globals so they can be used in dialogue conditions (as the script is not a quest script and not attached to a reference-able object, I cannot run conditions directly against the script variables).
I've already voiced all Unique Landscapes which have dialogue, you can download either the separate ULs or the UL compilation to update.
If you refer to DarkRider's Stalhrim Village, this mod does not include any dialogue so there's nothing to voice.
I've nearly used up all of my character count from my current ElevenLabs subscription and don't have a good reason to pay for another subscription, so won't be able to provide voices for many more mods. I've selected two or three smaller mods which I should still have enough characters to voice after Enhanced Economy.
I'm currently creating a patch ESP for Enhanced Economy so that many of the dialogue lines I could not voice originally will be voiceable (that may not be a real word) using my remaining characters. Takes a bit of time though so working on that after work each evening this week, as my subscription expires next week.
I paid subscriptions so I could voice my own releases and mods I maintain such as the Russian mods I've translated into English (not Better Cities as that was voiced thanks to kind donations from a couple of people). Then I looked for mods I could voice to use up my leftover characters, since I don't like to waste what I've paid for.
There are several mods I took a look at in hopes of voicing them, unfortunately the character counts were high so it would have been costly to do. Below you can see a rough estimate of the character counts for the mods I looked at, rounded up to the nearest thousand. 110,000 characters costs $11, I don't feel like paying just to voice these.
AFK_Weye - 300,000
Black Horse Courier Expanded - 230,000
Fighters Guild Quests - 121,000
Reclaiming Sancre Tor - 687,000
Stirk - 96,000
Tales of Cyrodiil - 555,000
The Blackwood Company - 225,000
The Return of the Dark Brotherhood - 126,000
As for the mods you mention - that would cost roughly $235, right? I agree this money could be better spent for everyday pleasures, but maybe nexus donation points could be used for that (via PayPal)? What if someone donated these points to you?
(Also, I've used the majority of these mods, except a few. Do you reckon all of them are worth playing? As in, are they bug free and compatible with one another, as well as with, say, UL and MOO?)
I have never played any of these mods, I made a list from the requests made on Dispensation's Voiced Addons Collection for Mods (ElevenLabs) mod comments, possibly adding one or two others which I know are popular, then downloaded each, extracted the dialogue and noted the character count. This enabled me to pick ones which my leftover characters could be used on, such as Enhanced Economy.
Thank you for your patience with my questions. Have a good day!
Good news/bad news about my Enhanced Economy patch, I can now voice many more lines which previously weren't possible, but I only have enough characters left to do around half those new lines, so I'll voice what I can and if I ever get another subscription I'll finish the rest then.
Edit:
I think I can see now. Thanks. :)