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RakWarrior

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rakwarrior25

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46 comments

  1. dioxyde0
    dioxyde0
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    • 4 kudos
    will this work with guard dialogue overhaul? x
  2. nexus763
    nexus763
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    Like I read and thought the same about a few other mods. It's the little things that have the greatest impact on immersion.

    Edit : tried and got silent voice from the Whiterun guard who halts you at the first arrival to the city. But I was speedrunning to test for crash.
  3. ElliPastelli
    ElliPastelli
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    • 0 kudos
    Definiately a hidden gem, I really love this mod. I found an incompatibility with Diverse Skyrim though, so one would probably be needing a patch to play nice with the other. Regardless, thank you for this brilliant mod.
  4. adamxjensen
    adamxjensen
    • BANNED
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    thanks to this mod, now I feel like I'm talking to Solaire of Astora.... thanks man.
    1. rakwarrior25
      rakwarrior25
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      • 9 kudos
      You're very welcome! Praise the Sun!
  5. Sthaagg
    Sthaagg
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    • 611 kudos
    I love your idea !!
    I currently rebuild my LO / mod list, so i will test it ASAP !!
    1. rakwarrior25
      rakwarrior25
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      Thank you Sthaag! I hope you find this mod a nice addition to your Skyrim LO
      -Rak
    2. Sthaagg
      Sthaagg
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      It is a really nice addition to the game, i'm very sensitive about sound, for me it is more important than image quality.
      I can enjoy a movie with a low quality image and a good sound not a one with crappy sound and HQ image.

      Definitively adopted !

      Just one thing, but i think it will drive you mad : it would be perfect if you could cover any NPC with a full helmet ^^
      But i think it is much more complicated and an amount of work that i can't imagine.

      Obviously endorsed

      Edit: i take a look at your new version, i suggest you to forward USLEEP change to your mod (only few record nothing harming).
      I don't notice conflict nor with Guard Dialog overhaul nor with respectful guard animation mods, but some sentences have no sound (problem that i didn't noticed with previous version), i will make more test to understand why, but I think it is bound to GDO.
    3. rakwarrior25
      rakwarrior25
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      Hey Sthaagg, I totally agree with you - sound is SUCH an important aspect, whether people notice it or not (in fact its better if they don't notice the sound, that means its really good!) - it can really make or break your experience.

      As far as covering every NPC in the game: while this mod only affects the Guard NPC's, I'm hoping to tackle other NPC's in the future or inspire other modders to take this idea and apply it elsewhere.

      One idea I've already started mulling around in my head is actually adding Helmet Voice FX to the PLAYER SHOUTS, so that YOU sound like you have a helmet on when you shout. On top of that, there is some other experimentation that needs to happen, specifically with the use of attaching scripts to helmets that changes the Voice Type of the NPC.

      WOW - I totally forgot about Guard Dialogue Overhaul (GDO) and the Relationship Dialogue Overhaul (RDO) - That might be what is causing issues with Version 1.2. I'll play around with that and see if by removing those mods it fixes the problem. I'll also take a look at compatibility with USLEEP. If so, I may need to start making patches sooner than I thought. THANK YOU for bringing that to my attention!!!

      Much appreciated,
      -Rak
    4. Sthaagg
      Sthaagg
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      I'm glad my post is useful to you

      I've already forward USLEEP Change to your last esp (and replace unwanted stuff added by CK which not needed (tint layer and weight) which differs from vanilla/USLEEP), i sent it to you by PM.

      It is better with your new version, they are much talkative but i've still have mute sentences.
      I will let you dig about GDO & RDO (that I use too) because it is beyond my skill :'(

      If i remember well thing i have read, you can know which item is equipped by using SKSE (like frostfall does) but as i say before I'm not skilled (one day maybe ^^).
      I know Chesko is very open maybe you can ask ? He does a version of Frostfall for SSE so it is definitively doable without skse too.

    5. rakwarrior25
      rakwarrior25
      • member
      • 9 kudos
      Hey Sthaagg,
      I was actually totally unaware of those unintended changes (tint layer and weight variations) that the CK applies. After a little bit of googling and research I think I see what you are saying. I will go ahead and try out the file. Thanks for putting that together; once again you've expanded my modding knowledge! I will report back once I've tested it out a bit.
      Much appreciated,
      -Rak
  6. SherriStarfire
    SherriStarfire
    • supporter
    • 36 kudos
    Excellent update! Everything is spot on now. Yay!!!

    I just want to make sure - after you are done talking to a guard, they don't say anything as in a farewell dialog. they just kinda' turn away. Is that normal?
    I like it this way but I did notice the difference and I hope that it's just set up that way now with the mod so I know that I installed it right (Manually).

    Thanks again for your awesome work!
    1. rakwarrior25
      rakwarrior25
      • member
      • 9 kudos
      Indeed, it was an awesome feeling when things finally clicked!

      So, I'm also not entirely sure but if that IS the case, I suspect that those 'farewells' are tied to the MaleNord voice type, which isn't included in the latest version (v1.2.1).

      I'll definitely start looking for those files, and since I now have the VFRT tool it should be fairly easy to sort through the files, find the ones I want, edit them, and release them in a patch update.

      Thank you for calling that to my attention!
    2. SherriStarfire
      SherriStarfire
      • supporter
      • 36 kudos
      No problem - Thank you for responding so quick, rakwarrior25. I just wanted to make sure I didn't delete something I shouldn't have.
  7. distortedrealms
    distortedrealms
    • supporter
    • 13 kudos
    This looks awesome! Sadly i use many mods that give open helmet designs, or even takes the helmets away from the guards at times, so it would sound odd but I commend you on your work, it must have taken a while to do.
    1. rakwarrior25
      rakwarrior25
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      Hey, thank you very much! I really appreciate your support, as it was a fair bit of legwork.

      I'm definitely hoping to that this mod might inspire others (and myself) to make similar mods for different aspects; maybe a smaller pool of NPC's, or maybe even just 1 or 2 NPC's whose voice could have "Helmet FX," like for one of your favorite followers for instance.

      One thing I know that I'll start playing around with is 'Helmet Voice FX' for the Dragonborn's Shouts.

      The Holy Grail is creating the functionality to add and remove Helmet Voice FX based on if the NPC or Player is actually wearing a helmet.

      Anyway, thanks again for checking it out.
  8. rakwarrior25
    rakwarrior25
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    Hey everyone!

    just another FYI, I fixed the big issue in v1.2 where a lot of guards are limited to saying only 2 phrases.

    version 1.2.1 fixes that, so if you have 1.2 installed, uninstall the .esp file and replace it with the new one.

    -Rak
  9. rakwarrior25
    rakwarrior25
    • member
    • 9 kudos
    Hi everyone!

    Thank you all again for your support and feedback. It has been greatly appreciated as I've started to get this mod off the ground.

    I just wanted to drop a comment in here as an FYI that I've uploaded Version 1.2 which should be a major improvement over Version 1.1.

    It's easier to install and it should cover a LOT more interactions with Guard NPCs.

    -Rak
  10. leedsfuzz
    leedsfuzz
    • member
    • 34 kudos
    It's a shame that the 'Modulates Voice' flag seems to not actually do anything.

    This thread seems interesting, https://community.bethesda.net/thread/10105?tstart=0, it'd be nice to have more elegant solution than manually adjusting each voice file.

    I really like what you're going for here though!
    1. rakwarrior25
      rakwarrior25
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      Hey leedsfuzz, that is a VERY interesting thread; like you said, too bad the 'Modulate Voice' field isn't functional. I'm going to play around with the CK to see if I can't get it working for Skyrim.

      Thank you for sharing, and thanks a bunch for checking out the mod!

      As a matter of fact, I also posted in the Skyrim Mods Reddit about an old thread I found which kind of inspired me to make this mod in the first place:
      https://www.reddit.com/r/skyrimmods/comments/5m815f/guard_helmet_voice_fx_mod_guards_will_sound_like/

      The original reddit thread talks about achieving voice modulation in a couple of ways using scripts, and I think the best solution would be taking manually edited files (like I've done with this mod) and implement them via scripts if the NPC is wearing a helmet.

      I'm working on a different version of this mod that duplicate voice files rather than replace them. I can accomplish that by making new VoiceTypes in the Creation Kit and manually assigning voice types to ONLY guard NPC's. That way I can maximize the amount of dialogue that is covered while minimizing the amount of NPC's that have "helmet voice" that shouldn't.

      Anyway, sorry for the long post there, but this definitely helps me keep track of how to develop this going forward.

      Once again, thank you



    2. rakwarrior25
      rakwarrior25
      • member
      • 9 kudos
      Played around with the CK and the Modulate Voice flag isn't functional there either, unfortunately.

      I'm making some headway with the .esm version of this mod, which applies the Voice FX in a much more elegant way. There are just a TON of different voice files to edit and a complicated web of guard actors that distribute the guards around each city. On top of that, there are two sets of guards for all cities and towns, 1 for the Imperials and 1 for the Stormcloaks.

      A lot of work, but chipping away little by little should get the job done!