Thank you all for your feedback. I always appreciate good comment to help me improve my modding skills.
Addressing the bad voice lines I'm aware of the bad AI voice used for the mod. I used the tool xVASynth to generate the voice and it's a fantastic tool. Without it, I wouldn't have created the mod. But, I won't be lying. The voice is not in an acceptable quality. As I'm still writing new conspiracies and modifying existing one, completing the writing will be my priority. Once I'm satisfied with the mod, I'll address the voice issue. My experimentation with ElevenLabs was beyond my expectations and wouldn't mind paying to generate all the lines.
Integration with CHIM algiedi provided a CSV file to integrate the conspiracies in the NPC's knowledge. This should allow you to discuss the conspiracies in the conversations managed by CHIM. The NPC can also refers to them. The file is in the optional download section.
Skypatcher Skypatcher is not a hard requirement for the mod to function. In version 1.3, new books were added to the mods and to avoid patching, the decision was made to inject the books in the game with Skypatcher instead of modifying the level lists and creating conflicts with mods. If you don't use Skypatcher, there's no impact on your game. You simply won't find the books distributed in the game. Ymir have copies of the books on himself, so do what you want with that knowledge. The content of the books are the written dialog of Ymir, formatted to be in a form of a book. Eventually, the books might contains exclusive content and I plan to release an ESP that contains the modified leveled list for those that want to create a patch for their load order.
Version 1.7.0 Added the MCM menu. SkyUI is now required. This is to toggle On/Off the letter received by the courier. I couldn't find a way to configure the idle chatter with MCM, so I scale down their probability so they are far more rare.
It's safe to update mid-game.
Roadmap The voiceline are pretty much done. I might more in the future, but so far Ymir have over 30 conspiracies and over an hour of voice. Right now, I'm busy revoicing them with ElevenLabs.
Thanks for the link. The mod contains dialogues about the Silver Hand when doing the Companions quest line. It's not necessarily what is discussed in the post, but Ymir didn't forget about the Silver Hand.
Okay. I love the idea of the mod. And I know that it's working, because I get the missives from the courier, but... I've gone looking for Ymir in Windhelm and cannot find him! I've looked at pics to see where he's supposed to be, and he's not there. I've gone into xedit and found his exact location and used setpos x/y/z to place myself there, and it's pretty much right where the pics show him to be. I thought maybe Open Cities was messing it up, so I moved it to after Open Cities in my load order. No change. I even put it as the absolute last thing in my load order. I'm running out of ideas.
I've got a HUGE load order, so it could be any number of things, I suppose. I'll probably keep it running just because the citizens gossiping and random courier missives are kinda fun even if he's some mysterious guy, behind the scenes, spreading this stuff (Though seeing him in person would be MORE fun...lol).
Anyway, thanks for the mod and thanks for any insight you might be able to provide! Here's my Load Order: Load Order - Pastebin.com
Edit: I found him in Creation Kit, without Open Cities loaded, in Windhelm World. Might have asked for help too soon. I think I can work with this and maybe patch him into the Open Cities world. Thanks again for the mod! I'll update if I get it working!
Update: Made a Patch with him, his bench, and the activator in Tamriel worldspace 32, 8 for Open Cities. Went there in my current save and he's still not there! Checked Creation Kit, he was there. Opened a clean save and CoC'd to windhelmexterior01 and he was there! Thanks again for the mod! I imagine, he'll pop up sooner or later in my current save. Some changes take a little while to take hold. But I'm just happy that it's working now! And, I finally got to hear the voice...lol Not as bad as I had assumed with all the posts about it, but yeah. Kinda an emotionless drone. Can't wait to hear the final product!
Update2: Realized that, when I saw him, he walked past me toward the gate from his initial spawn point. Thought that odd, because I thought he was supposed to stand there and cry his conspiracies. So I loaded my clean save and found him again. I followed him this time. He walked over, past the main gate, into the corner on the other side of the gate, reached out as if opening a door. I heard a click and his voice cut off mid sentence! He went into a non-existent door, I presume to return to the Windhelm World that he was originally supposed to spawn in, which I have no access to. I'm assuming it's something in his script. So...glad to know it works, at least, but not certain I'm able to fix it completely. Might play around a bit more tomorrow, but if it's a script thing, it might be beyond me.
I don't use OpenCities, but from what I read, it changes the Windhelm cell and requires a patch. From the behavior you describe, Ymir is walking to his marker, which is the expected behavior. From what you listed on your patch, it seems the marker was not patched. Patch the marker COSWhMarker and it should work.
Thanks for the response. I'll try that and let you know the results. Update: Moved the COSWhMarker & the MultiBoundMarker to the Tamriel Persistent Worldspace and he seems to be working perfectly now. Thanks for the advice! If you'd like, I could send you the patch... Or upload it so others could use it. It's a pretty simple one that only requires Conspiracy of Skyrim & Open Cities as masters and just moves 5 things. Normally not confident enough to share my patches, but this one seemed pretty straightforward...lol
So, hadn't played Skyrim for a few days since making that patch. Finally got back to it tonight. Last saved in Windhelm, I walked out to where Ymir should be and, while his bench is now there, I was disappointed to find that he's not. So, I remembered him disappearing over by the gate last time and headed that way. And there he was, walking past me! I followed him and watched as he went to stand next to the bench and cry his Conspiracies! All is well in Skyrim (unless you ask Ymir or many other NPCs...)! Lol
i'm not a professional VA, by any means, and i know you're already revoicing with ElevenLabs, but i'd be interested in potentially discussing the possibility of voicing Ymir. i wouldnt charge, nor would i expect compensation besides being credited, but with an idea as in depth and cool as this, the idea of it being VA'd by AI makes me a lil sad, so i thought i'd at least throw an offer out there. if you're interested, DM me or reply to this with an affirmative and we can discuss?
Would it be possible to make npc coments about conspiracies or ymir a lot less common? It's very unimmersive to be hearing all the time about it (more so with the current ai voices). A comment from time to time is fun, but damm it, don't know if that's normal but on my end it's a non stop
I'm working to add MCM config to toggle on/off most of the extra features, including the NPC dialogs. I'll see if I can make the frequency adjustable within MCM, otherwise I can adjust in the creation kit. My goal was to have a small scene playing in the background when visiting a town, similar to other conversations going on when the player is in town. The cooldown should make it that it's played only once during the stay in town. Non stop comments is not normal and I'd like to have more details. I might have messed up when setting the scene.
I will say, that starting the game by Angi's Cabin, I had four separate lines from Angi within 5 minutes on Ymir's conspiracies. It does feel a bit excessive in idle chat.
In xEdit, once the mod is load and you expand it, open the scene section and look at the actions on the right window, you should see a Timer as either the last or second last action. Adjust the duration value to your liking.
I would like there to be a 5 second break between subsequent statements - could you clarify (I don't know SSEdit well) - which column in the Action section I should change?
In the list of actions, look for the type Timer, expand the subsection timer and change the duration value from 1 to 5. There's only one timer action should be located toward the ends of the list of actions for the majority of the scenes.
Oh i know, but theres a mod called Missives - Notes and Announcements that adds certain event related notes and announcements to the missives boards as you play through the game, like the dragon attack at Helgen or the Civil War etc, its pretty neat! Figured the idea might work for your mod as well.
Just wanted to mention for anyone else confused by that SSKNotices.esp requirement for the Missives patch- it refers to the mod "Missives - Notes and Announcements." Weird name
In the Changelog it says, that skypatcher is required for the new books to show up. And I know this is kinda oldschool by now, but could it work with Wrye Bash as well ?
165 comments
Addressing the bad voice lines
I'm aware of the bad AI voice used for the mod. I used the tool xVASynth to generate the voice and it's a fantastic tool. Without it, I wouldn't have created the mod. But, I won't be lying. The voice is not in an acceptable quality. As I'm still writing new conspiracies and modifying existing one, completing the writing will be my priority. Once I'm satisfied with the mod, I'll address the voice issue. My experimentation with ElevenLabs was beyond my expectations and wouldn't mind paying to generate all the lines.
Integration with CHIM
algiedi provided a CSV file to integrate the conspiracies in the NPC's knowledge. This should allow you to discuss the conspiracies in the conversations managed by CHIM. The NPC can also refers to them. The file is in the optional download section.
You need CHIM, obviously, and MinAI for it to work. See the CHIM manual for the documentation.
Skypatcher
Skypatcher is not a hard requirement for the mod to function. In version 1.3, new books were added to the mods and to avoid patching, the decision was made to inject the books in the game with Skypatcher instead of modifying the level lists and creating conflicts with mods. If you don't use Skypatcher, there's no impact on your game. You simply won't find the books distributed in the game. Ymir have copies of the books on himself, so do what you want with that knowledge. The content of the books are the written dialog of Ymir, formatted to be in a form of a book.
Eventually, the books might contains exclusive content and I plan to release an ESP that contains the modified leveled list for those that want to create a patch for their load order.
Version 1.7.0
Added the MCM menu. SkyUI is now required. This is to toggle On/Off the letter received by the courier.
I couldn't find a way to configure the idle chatter with MCM, so I scale down their probability so they are far more rare.
It's safe to update mid-game.
Roadmap
The voiceline are pretty much done. I might more in the future, but so far Ymir have over 30 conspiracies and over an hour of voice. Right now, I'm busy revoicing them with ElevenLabs.
Hear me out. :: The Elder Scrolls V: Skyrim Special Edition General Discussions
Thanks for the link. The mod contains dialogues about the Silver Hand when doing the Companions quest line. It's not necessarily what is discussed in the post, but Ymir didn't forget about the Silver Hand.
I've got a HUGE load order, so it could be any number of things, I suppose. I'll probably keep it running just because the citizens gossiping and random courier missives are kinda fun even if he's some mysterious guy, behind the scenes, spreading this stuff (Though seeing him in person would be MORE fun...lol).
Anyway, thanks for the mod and thanks for any insight you might be able to provide! Here's my Load Order:
Load Order - Pastebin.com
Edit: I found him in Creation Kit, without Open Cities loaded, in Windhelm World. Might have asked for help too soon. I think I can work with this and maybe patch him into the Open Cities world. Thanks again for the mod! I'll update if I get it working!
Update: Made a Patch with him, his bench, and the activator in Tamriel worldspace 32, 8 for Open Cities. Went there in my current save and he's still not there! Checked Creation Kit, he was there. Opened a clean save and CoC'd to windhelmexterior01 and he was there! Thanks again for the mod! I imagine, he'll pop up sooner or later in my current save. Some changes take a little while to take hold. But I'm just happy that it's working now! And, I finally got to hear the voice...lol Not as bad as I had assumed with all the posts about it, but yeah. Kinda an emotionless drone. Can't wait to hear the final product!
Update2: Realized that, when I saw him, he walked past me toward the gate from his initial spawn point. Thought that odd, because I thought he was supposed to stand there and cry his conspiracies. So I loaded my clean save and found him again. I followed him this time. He walked over, past the main gate, into the corner on the other side of the gate, reached out as if opening a door. I heard a click and his voice cut off mid sentence! He went into a non-existent door, I presume to return to the Windhelm World that he was originally supposed to spawn in, which I have no access to. I'm assuming it's something in his script. So...glad to know it works, at least, but not certain I'm able to fix it completely. Might play around a bit more tomorrow, but if it's a script thing, it might be beyond me.
Update: Moved the COSWhMarker & the MultiBoundMarker to the Tamriel Persistent Worldspace and he seems to be working perfectly now. Thanks for the advice!
If you'd like, I could send you the patch... Or upload it so others could use it. It's a pretty simple one that only requires Conspiracy of Skyrim & Open Cities as masters and just moves 5 things. Normally not confident enough to share my patches, but this one seemed pretty straightforward...lol
But the one on the courier, he's completely right.
Thank you
How can I adjust the time between each scene in xEdit?
I would like there to be a 5 second break between subsequent statements - could you clarify (I don't know SSEdit well) - which column in the Action section I should change?
In each scene (where there was a Timer), I changed:
I don't see any difference.
Missives is more oriented towards sidequests than the Notice Board, but I'll see what I can do.
I like the character but I don’t much like courier spam.
And I know this is kinda oldschool by now, but could it work with Wrye Bash as well ?
Pity, but thanks anyway for the quick reply ;)
It was a pity not to get them before, but now I can.
Might not matter to many, but I'm very thankfull ;)