Skyrim Special Edition
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HSanMartin

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  1. hsanmartin
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    If you want to generate more voices, apart from the default Geralt of Rivia (from The Witcher), you can download more models from these locations.

    Skyrim https://www.nexusmods.com/skyrimspecialedition/mods/44184
    Fallout 4 https://www.nexusmods.com/fallout4/mods/49340
    Morrowind https://www.nexusmods.com/morrowind/mods/49210
    Fallout 3 https://www.nexusmods.com/fallout3/mods/24502
    Fallout 76 https://www.nexusmods.com/fallout76/mods/928
    Cyberpunk 2077 https://www.nexusmods.com/cyberpunk2077/mods/2162
    Civilization https://www.nexusmods.com/civilisationvi/mods/109
    Mass Effect https://www.nexusmods.com/masseffect3/mods/930
    The Witcher https://www.nexusmods.com/witcher3/mods/5676?
    Humankind https://www.nexusmods.com/humankind/mods/1
    Dragon Age https://www.nexusmods.com/dragonageinquisition/mods/3545
    Overwatch https://www.nexusmods.com/overwatch/mods/3

    You can even train new voices in XVASynth2 

    Remember, if done properly, you can use this tool to create and publish your own mods
  2. Dodo99
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    How can I increase the Player voice Volume when I generate the Voices?The pre set file seems louder thank you
    1. hsanmartin
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      There's a parameter named AMPLITUDE, that's the volume for the generated sound files. Set it to 2 or higher.

      Also, in Skyrim's audio setting's there's a parameter named Player Voice. You can change it in-game.
  3. hsanmartin
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    This tool creates an ESP mod and many WAV or XWM files.
    I personally convert WAVs to XWMs using Yakitori Audio Converter and then I pack everything into a BSA.
    The easiest way would be using Cathedral Assets Optimizer to pack the Voice Packs you create with this tool.

    You should create a folder named DBVO_All (so when you make the BSA, it will be named DBVO_All.bsa same as the ESP that you created with my tool), then inside it the full path starting with Sound/FX/dbvo/vp/.... and then all the files there.

    To be honest, DO NOT need to convert the files to XWM nor pack them into a BSA... it will work anyway perfectly in your game without that.
    But it will load and perform much faster for sure. Also it is far more tify if you want to distribute it.

    Just make sure to put Dragonborn Voice Over as a dependency!
  4. hsanmartin
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    I was contacted by the author of the great Dragonborn Voice Over, because it seems people are asking him for support regarding the usage of this tool (to which he's unrelated).
    He asked me to make it clear that this is not an official tool (which of course, it's impossible for it to be), as well as to change the screenshot I've been using for the mod page (already done)

    Just in case, and in order to avoid problems, I changed the name of the tool (which I considered like a tribute, until now).
    Also, maybe during the coming days that mod will be become unnecessary as a dependency, in order to avoid further inconvenients to the author.
  5. ScarletStrider
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    I am having this issue that whenever I launch DBVO-All, I get this console window open with this error.

    

    I have all the dependencies and requirements, added to MO2 with proper arguments. Tried everything and can't get it to work.
    Things to note is I run n instance of Skyrim with MO2, so it doesn't use the usual paths for Skyrim, but I have added lots of other programs through MO2 without issues.
    Any ideas?
    1. lazyelm
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      i was getting this error as well - It was because my registry entry for skyrim was pointing to the steam location instead of the local copy i am using.  Make sure you have your registry entry pointing to the one your are launching with mod organizer
    2. ScarletStrider
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      You are a life saver. I would have never realized this. I guess registry got messed up because I moved my installation from my old PC to new one.
      Thanks again! I will inevitably come across another hurdle but we'll cross that bridge when we come to it.
    3. ElDenRiNNg69
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      I am having the same issue. What does this mean?
  6. ZuluCompany
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    So after a few trials and errors I feel somewhat confident of how it works, so this is for MO2.:

    1. Download (BASE) Dragonborn Voice Over v.0.0.6 from here. You find it in the old files and install it via MO2.
     
    2. Create an empty mod and name it DBVO Output (you can name it whatever you like just make sure to use the same name in step 3). Enable the empty mod.

    3. Download DBVO-ALL Tool from this page and extract it inside your modtools folder or whereever you see fit. Then open MO2 and add DBVO-All.exe as an executable to MO2. Inside the arguments use the command line parameters hsanmartin provided in the description (you know  witcher,w_geralt for example, if you are unsure I'll show you another option later).
    As for Start in select your MO2 mod directory and make sure every single plugin file (esm/esp/esl) can be found there even the base game ones (once you got the .csv file you can remove them).
    Check Create files in mod instead of overwrite and name the mod (for example DBVO Output). Click apply.

    DBVO should now start reading through your files and will throw out a .csv inside your overwrite folder (for reasons I not yet understand) leave it there or grab it and place it somewhere to your liking, it's just the food for VASynth anyway.

    Good to know: if you already have an installation of the mod and the csv output failed make sure to remove the DBVO-All.esp and probably the empty csv it generated. Otherwise the program will fail.

    Your MO2 Setup should look like that: Click!


    4. Download a dedicated .csv editor like Modern CSV (which is what I use, free version is good enough) cause you don't
    wanna mess around there (at least not if watching an hourlong procedure
    is somehow your passion, on the other hand that may be the glorious
    opportunity to watch Lawrence fom Arabia, maybe multiple times).
    Open the DBVO-All.csv it should look like that. If you haven't used the commands before the game id will be witcher and the voice id w_geralt. Change the game id to skyrim (edit the first cell, type in skyrim, copy the cell, mark all others cells in the column and choose paste cells. Repeat this step for the voice id (for example change w_geralt to sk_astrid or whatever voice model you plan to use).

    Use Find and type in alias=player then choose find all. Modern CSV will show you all entries inside a box at the bottom which you can click to quickly navigate to the according line. What we want here is to replace the default name (which is oddly Myself) with the actual name of the character. Don't edit the alias=player entry, instead navigate the row until you are inside the text column. There you can replace "myself" with the actual name you want to use (as well as tweak some lines to your liking if you want to not sure how well VASynth will handle these though).

    Use Replace and copy an entry from the out_path column to the find bar. Delete somethingthecharactersays.wav from the find bar (rest of the output path stays). Inside the replace bar choose a folder that may be not inside the game directory. Click replace all. If done correctly the actual .wav entry is untouched and you replaced the output directory for 47867004789 voice files with one click. Yay!
    Example Picture

    5. Download xVASynth here and grab a voicepack of your liking. And maybe take a look at the description and such... Extract it to your Modtools folder.

    6. Download .lip and .fuz plugin for xVASynth here. Why? So that your characters lips move accordingly to what he/she is saying. And to have a look at these 8k ultraturboresolution vampire fangs if you have some mods that tweak the dialog cam. Also take a look at the description as it tells you where to put the files and the Facewrapper.exe which is a requirement. Grab it here.

    7. Start xVASynth wait for it to load up things, select Skyrim as your game and enable the lip and fuz plugin downloaded earlier.
    Example Picture

    The plugin will ask to change a few things (if you read the mods description this shouldn't surprise you) click yes.

    Click Settings and scroll down to the bottom, that is where the plugin will be configured That's what I set up for mine: .lip and. fuz settings

    Why delete .lip and .wav files? If you don't plan for further editing you won't need them. A .fuz is simply a .wav combined with a .lip.

    Make sure you selected Skyrim/Fallout3/NV as your .lip file format.

    [You may ignore the following and just stick with the default settings without multiprocessing]


    <--Words of warning:
    I can't say much about gpu settings since Radeons and Arcs do not have cuda cores but for cpu settings be careful, especially when running overclocked. In my settings I use:

    multi-processing for batch mode ffmpeg - enabled
    number of processes - 8

    same for the plugin. Batch Size is 8 as well. After some test this was the setup. which works best for my pc (using a ryzen 7 5800x3D with a be quiet dark rock pro 4 cooler, 2x16 gb ram @3200mhz, rx 7900xt... which sadly can't contribute anything on a msi b550 tomahawk + 4 chassis fans).
    CPU Usage is at 100% (should be) Ram Usage 90% as for temperature click!
    The CPU stays between 75 to 80 degree celsius ( 167 to 176 degree fahrenheit) so just that you are prepared.

    Sit tight and and watch the AI generating voice files for 8 hours or so, maybe watch Lawrence from Arabia again.-->

    8. Remove DBVO-all.esp and output folder and (Base) Dragonborn Voice Over mod from MO2. Install the latest DBVO from here instead.
    Make a new folder anywhere and name it whatever suits you (this is the actual player voice pack) inside create DragonbornVoiceOver  and a Sound folder .

    for the DragonbornVoiceOver folder: inside create a new folder, name it voice_packs. Open the editor an create a blank page type in:
    {
        "voice_pack_name": "exampleYennefer",
        "voice_pack_id":   "VPexampleYennefer"
    }

    Save the file as VPexampleYenneffer_voice_pack.json inside the voice_packs folder and make sure this isn't saved as a text file by accident.

    for the sound folder: inside you create another folder calles DBVO inside yo create (yeah...) another folder which you can name freely as this is your actual voice pack (for example, name it VPexampleYennefer). Put all the .fuz files generated inside.

    Note: you can of course name these to your liking, just make sure the voice pack id's are matching.

    10. Copy and paste the folder containing DragonbornVoiceOver and Sound inside MO2/Mods, refresh MO2, enable, sort your stuff, rebuild bashed patches etc... and have fun. The voice pack can (and has to) be enabled from the MCM.

    11. endorse all the authors of these tools for this awesome stuff.

    Not yet solved:
    AVSynth doesn't seem to always want to give me .fuz files maybe I should try an older version.
    Edit:
    Could have been the multiprocess and bash settings. Currently running multiprocessing unchecked and batch size 1 and so far I got all the files.
    Edit 2: most likely the bash settings were interfering and perhaps an overly protective Bit Defender.
    Edit 3: after some ingame testing some files are missing, not a big issue but I'm unsure why. Maybe the reader skipped some things in some plugins, maybe it doesn't like subfolder which you have in MO2. I have an idea for a workaround though, just need to test if it makes any difference.

    @hsanmartin
    If you consider this ass-pulled manual of mine useful do with it as you see fit. :)

    Nearly forgot:
    Thanks to all the people who posted their experiences, issues and solutions on the various mod pages.
    1. Vorphal
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      Thanks so much for this guide. XVASynth is generating voice files for my modlist as I type this. I couldn't have figured it out without it. Doing this whole process was definitely the jankiest bit of modding I have ever done in thousands of hours of modding. I was almost stumped at the end, but I'll put what I figured out here in case anyone else gets almost to the finish line and can't get it going. It seems like V3 of some voices(I'm using femaleyoungeager) might not entirely work with XVA right now. The older femaleyoungeager download worked right away with the same .csv .
    2. TheDoonnnggg
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      what do you mean by -empty mod-
    3. rtj73
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      So, for those few of us that don't use MO2, how do we do this in Vortex? Please and Thank You.
    4. otaku1218
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      do you even make the lip moving work?
      I cant make it work. can you help me sir.
    5. TheTallJason
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      Thank you so much for this guide, very helpfull
    6. gwilliamsor
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      The version of DBVO that you need to use was deleted from the DBVO archives, so your guide (while very detailed and helpful) is useless to anyone who didn't download it before it was deleted.
    7. horcruxz1
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      Anyone having trouble making the voice work? because mine it only stays silent, no subtitles (for the player), but it will work on mods that make the character speak random lines while fighting and/or idling.

      edit: also, xVA Synth is now not making any .fuz files? I'm just trying to re synthesize.

      edit: fixed it, I just resynthesize and now everything works
    8. Harleenquinzel2
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      The top download of the old downloads section of the mod is actually version 0.0.6, it just doesn't say it for whatever reason.
    9. pandanad
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      I have  ÐÐ¾Ð³Ñ Ð¿ÑÐΜдложиÑÑ THE TOTAL золоÑа. in CSV.  What this? How repair? 
    10. IWantMyMod
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      If you're using "Root Builder" in MO2 you need to install this are a root mod.

      If you try to run it as an external program "Root Builder" will delete the output DBVO-all.csv because it's in the root folder.
    11. NenMagem
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      It's on the "old files" section on the download page...
    12. AaronPutty
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      Oh these directions are great! I like this manual.

      For vortex users, when anyone gives you MO2 instructions to create a mod, you really just have to create a new folder in Windows and have the tool write to said folder. Zip the folder when you're done and install said zip into Vortex as you would do any other manually installed mod.
    13. Kekkening
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      ZuluCompany thank you for this guide!
    14. rnel76
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      i cant get past step 3 : downloaded base v0.0.6. installed it after removing current version.  created an empty mod via mo2 and named it named it "output for dbvo". moved to bottom of left frame. put base game files in mo2 directory (D:\ModOrganizer\Skyrim Special Edition\mods). checked Output in mod instead of overwrite using empty mod "output for dbvo" , clicked apply. when i click run in mo2,the app crashes. what did i do wrong?
    15. MathiewMay
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      Hello, I am the creator of DBVO, version 2.0 of DBVO will implement retro compatibility with voice packs made for version 0.6, This retro compatibility will not add new features for older voice packs, it will simply add a MCM check box that can be ticked to make them work, so it will not have Lip Syncing, also to prevent confusion the player voice volume slider will be removed since there is no way for me to make this slider work with new voice packs and it would only confuse users of new voice packs, the only difference is that now you will be able to have a per game save voice packs allowing to use 0.6 voice pack on a save and new voice packs on another save.
  7. LIeweIIyn
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    I definitely think I'm missing something. I'm using the Nolvus Ascension mod list and can't get the DBAO-All.exe to run without crashing on start-up. I have the Dragonborn Voice Over mod installed and active. I have Net Core 5 installed to my computer. The DBAO-All folder is here: C:\Nolvus\Instances\Nolvus Ascension\STOCK GAME\DBVO-All, and I try to run the .exe through MO2 with the following settings:

    Spoiler:  
    Show


    Doing this immediately causes the .exe to load, throw some errors, then crash within seconds. I managed to copy the errors:

    Spoiler:  
    Show
    Mutagen version: 0.30.6
    Mutagen sha: e1619008d45fb87da7b6a58acfd90553e319545c
    Synthesis version: 0.19.2
    Synthesis sha: cdf4551d49c580ac024e64e653204e3c20fb6e96
    run-patcher --DataFolderPath "C:\Steam\steamapps\common\Skyrim Special Edition\Data" --ExtraDataFolder "C:\Nolvus\Instances\Nolvus Ascension\STOCK GAME\Data\Data" --GameRelease SkyrimSE --LoadOrderFilePath "C:\Users\Admin\AppData\Local\Skyrim Special Edition\Plugins.txt" --OutputPath "C:\Steam\steamapps\common\Skyrim Special Edition\Data\DBVO_All.esp" --PatcherName DBVO_All --PersistencePath Persistence
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
     ---> System.IO.FileNotFoundException: Could not find file 'C:\Steam\steamapps\common\Skyrim Special Edition\Data\Unofficial Skyrim Special Edition Patch.esp'.
    File name: 'C:\Steam\steamapps\common\Skyrim Special Edition\Data\Unofficial Skyrim Special Edition Patch.esp'
       at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
       at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
       at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
       at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
       at System.IO.File.OpenRead(String path)
       at Noggog.BinaryReadStream..ctor(String path, Int32 bufferSize, Boolean isLittleEndian) in D:\a\CSharpExt\CSharpExt\Noggog.CSharpExt\Streams\Binary\BinaryReadStream.cs:line 56
       at Mutagen.Bethesda.Plugins.Binary.Streams.MutagenBinaryReadStream..ctor(FilePath path, ParsingBundle metaData, Int32 bufferSize, Int64 offsetReference)
       at Mutagen.Bethesda.Plugins.Utility.MasterReferenceReader.FromPath(ModPath path, GameRelease release)
       at Mutagen.Bethesda.Synthesis.Internal.Utility.AddImplicitMasters(RunSynthesisMutagenPatcher settings, IList`1 loadOrderListing) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line 162
       at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState[TModSetter,TModGetter](RunSynthesisMutagenPatcher settings, PatcherPreferences userPrefs, ModKey exportKey) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line 64
       --- End of inner exception stack trace ---
       at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
       at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
       at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
       at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState(GameCategory category, RunSynthesisMutagenPatcher settings, PatcherPreferences userPrefs, ModKey exportKey) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line 152
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, ModKey exportKey) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 454
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass28_0.<<SetTypicalOpen>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 246
    --- End of stack trace from previous location ---
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.OpenTypical(OpenForSettings args) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 260
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.InternalRun(String[] args, RunPreferences preferences) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 348
    Prepping state.
    Unhandled exception. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
     ---> System.IO.FileNotFoundException: Could not find file 'C:\Steam\steamapps\common\Skyrim Special Edition\Data\Unofficial Skyrim Special Edition Patch.esp'.
    File name: 'C:\Steam\steamapps\common\Skyrim Special Edition\Data\Unofficial Skyrim Special Edition Patch.esp'
       at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
       at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
       at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
       at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
       at System.IO.File.OpenRead(String path)
       at Noggog.BinaryReadStream..ctor(String path, Int32 bufferSize, Boolean isLittleEndian) in D:\a\CSharpExt\CSharpExt\Noggog.CSharpExt\Streams\Binary\BinaryReadStream.cs:line 56
       at Mutagen.Bethesda.Plugins.Binary.Streams.MutagenBinaryReadStream..ctor(FilePath path, ParsingBundle metaData, Int32 bufferSize, Int64 offsetReference)
       at Mutagen.Bethesda.Plugins.Utility.MasterReferenceReader.FromPath(ModPath path, GameRelease release)
       at Mutagen.Bethesda.Synthesis.Internal.Utility.AddImplicitMasters(RunSynthesisMutagenPatcher settings, IList`1 loadOrderListing) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line 162
       at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState[TModSetter,TModGetter](RunSynthesisMutagenPatcher settings, PatcherPreferences userPrefs, ModKey exportKey) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line 64
       --- End of inner exception stack trace ---
       at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
       at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
       at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
       at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState(GameCategory category, RunSynthesisMutagenPatcher settings, PatcherPreferences userPrefs, ModKey exportKey) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line 152
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, ModKey exportKey) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 454
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass28_0.<<SetTypicalOpen>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 246
    --- End of stack trace from previous location ---
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.OpenTypical(OpenForSettings args) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 260
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.InternalRun(String[] args, RunPreferences preferences) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 348
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.InternalRun(String[] args, RunPreferences preferences) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 366
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(String[] args) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 303
       at HeightsOfSkyrim.Program.Main(String[] args) in C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\Synthesis\Local\DBVO-All\Program.cs:line 28
       at HeightsOfSkyrim.Program.<Main>(String[] args)


    Does this have to do with me running it through MO2? Does it require any arguments for it to work properly, or am I starting it in the wrong location? All of my other tools, such as LOOT, Bodyslide, etc. are using this MO2 formatting for .exes, so I'm at a loss as to why it keeps crashing. (Starting it in: C:\Nolvus\Instances\Nolvus Ascension\STOCK GAME\DBVO-All results with the same crashing.)

    I would appreciate any suggestions!
    1. hsanmartin
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      The relevant error message is this one

      System.IO.FileNotFoundException: Could not find file 'C:\Steam\steamapps\common\Skyrim Special Edition\Data\Unofficial Skyrim Special Edition Patch.esp'.

      Is it possible that mod is not there, but is present in your loadorder.txt/plugins.txt ?
      Or maybe you are using MO2 (and need to properly launch the tool from there), or maybe using Vortex and you have not "deployed" the loadorder before running the tool?
      For whatever reason, detects that ESP in your loadorder settings, but cannot find the actual file there...
    2. LIeweIIyn
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      I am using MO2, and I've listed the settings that I've launched the .exe from in my original post. I followed the same procedures that my other tool programs use, but for some reason those settings must not be right. I've been messing around with them, changing the folder to launch the tool from, and it crashes every time without fail. Has anyone else gotten it to work through MO2, and if so, do you know what settings they used?
    3. JohnDenyard
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      Greetings!

      Just brianstorming here, i have the same Error Message. I stumbled over a part in my error that might help to find a solution.

      A little history beforehand: I created a modlist with wabbajack/mo2 thats grabbing the original skyrim-folderstuff and puts it into another location for the wabbajack modlist (dunno if this is standard or not, thats why I want to mention it)

      Mods are handled over MO2 and over that new installpath, so the original steampath is no longer relevant for that modlist. That way you can keep your original install save from modded-related problems in the long run i suppose?

      I imported your tool like the others (Synthesis etc) like usual in MO2 and hit start, getting the above seen error aswell.

      When using your tool part of the error message was as follows for me:

      run-patcher
      --DataFolderPath "D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data"
      --ExtraDataFolder "D:\Skyfurry\Game Root\Data"
      --GameRelease SkyrimSE
      --LoadOrderFilePath "C:\Users\jansd.DESKTOP-T18NNS8\AppData\Local\Skyrim Special Edition\Plugins.txt"
      --OutputPath "D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\DBVO_All.esp"

      Despite managing your tool like any other, it doesnt seem to recognize the changed path compelety. To clarify:

      run-patcher
      --DataFolderPath "D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data"  -> original steampath
      --ExtraDataFolder "D:\Skyfurry\Game Root\Data" ->path of the modded wabbajacklist, and the place where all the .esps and stuff ends up
      [...]
      --OutputPath "D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\DBVO_All.esp" -> original steampath again


      My Guess would be that your tool automatically scans for the standard path and doesnt "allow" a change there or something, would that be a possibility? I think it should grasp the "modded" path for the Datafolderpath aswell, then stuff should work as intended for guys like me that haven't got their "active" playinstance in the standard-steam-path.

      Or would it be possible to manually define the "DatafolderPath" and "OutputPath" somehow as a not-programmer-dude? Might solve the problem.
    4. Palapwn
      Palapwn
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      I have the same exact error. Any update or solution?
    5. LIeweIIyn
      LIeweIIyn
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      • 103 kudos
      Nope, still getting the same crashes. Not really sure if there's any way to change the folder in which the .exe reads, so it keeps reading the steam output and detecting "missing" .esps.
    6. JohnDenyard
      JohnDenyard
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      Found a Workaround:

      used a tool MO2 Exporter to get hold on all ESPs and stuff in my load order, put them into the Steam directory of my Skyrim installation, ran the generation tool and got the .csv for voice generation. After that i cleaned my Steam directory back to vanilla.

      Might not be beautiful but it worked.
    7. LIeweIIyn
      LIeweIIyn
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      I'll have to test this out, thank you for the advice! Hopefully it works.
    8. hsanmartin
      hsanmartin
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      • 67 kudos
      I'll add the option to select the Skyrim Data folder in an upcoming update.

      Things are a bit slow, as I'm still hospitalized.
    9. LIeweIIyn
      LIeweIIyn
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      • 103 kudos
      Oh hey, no worries! Take all the time you need - your health is more important than a modding tool. Hope you feel better soon!
    10. sAmsonn
      sAmsonn
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      • 0 kudos
      Hi mates, thx jansinio for your solution. It seems smart but it wont work for me. It might has to do with a "modlist.txt" ?  Or with the "Plugins.txt"? Maybe I have to start once after copying everything into Data?

      Here is what happens when I run the programm through MO2. I put every MOD from my wabbajack modlist into data folder like jansinio said:

      
      Mutagen version: 0.30.6
      Mutagen sha: e1619008d45fb87da7b6a58acfd90553e319545c
      Synthesis version: 0.19.2
      Synthesis sha: cdf4551d49c580ac024e64e653204e3c20fb6e96
      run-patcher --DataFolderPath "D:\GGGAMES\SteamLibrary\steamapps\common\Skyrim
      Special Edition\Data" --ExtraDataFolder "D:\Aurora\my modding
      tools\DBVO-All\Data" --GameRelease SkyrimSE --LoadOrderFilePath
      "C:\Users\samso\AppData\Local\Skyrim Special Edition\Plugins.txt"
      --OutputPath "D:\GGGAMES\SteamLibrary\steamapps\common\Skyrim Special
      Edition\Data\DBVO_All.esp" --PatcherName DBVO_All --PersistencePath
      Persistence
      Prepping state.
      System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
       ---> System.IO.FileNotFoundException: Could not find file
      'D:\GGGAMES\SteamLibrary\steamapps\common\Skyrim Special
      Edition\Data\RoyalGreatsword.esp'.
      File name: 'D:\GGGAMES\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\RoyalGreatsword.esp'
      at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
      at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
      at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess
      access, FileShare share, Int32 bufferSize, FileOptions options)
      at Mutagen.Bethesda.Plugins.Utility.MasterReferenceReader.FromPath(ModPath path, GameRelease release)
      at
      Mutagen.Bethesda.Synthesis.Internal.Utility.AddImplicitMasters(RunSynthesisMutagenPatcher
      settings, IList`1 loadOrderListing) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line
      162
      at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState[TModSetter,TModGetter](RunSynthesisMutagenPatcher
      settings, PatcherPreferences userPrefs, ModKey exportKey) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line
      64
      --- End of inner exception stack trace ---
      at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[]
      arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
      at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags
      invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
      at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
      at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState(GameCategory
      category, RunSynthesisMutagenPatcher settings, PatcherPreferences
      userPrefs, ModKey exportKey) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line
      152
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher
      args, ModKey exportKey) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      454
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass28_0.<b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 246
      --- End of stack trace from previous location ---
      at
      Mutagen.Bethesda.Synthesis.SynthesisPipeline.OpenTypical(OpenForSettings
      args) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      260
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.InternalRun(String[] args,
      RunPreferences preferences) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      348
      Unhandled exception. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
       ---> System.IO.FileNotFoundException: Could not find file
      'D:\GGGAMES\SteamLibrary\steamapps\common\Skyrim Special
      Edition\Data\RoyalGreatsword.esp'.
      File name: 'D:\GGGAMES\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\RoyalGreatsword.esp'
      at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
      at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
      at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess
      access, FileShare share, Int32 bufferSize, FileOptions options)
      at Mutagen.Bethesda.Plugins.Utility.MasterReferenceReader.FromPath(ModPath path, GameRelease release)
      at
      Mutagen.Bethesda.Synthesis.Internal.Utility.AddImplicitMasters(RunSynthesisMutagenPatcher
      settings, IList`1 loadOrderListing) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line
      162
      at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState[TModSetter,TModGetter](RunSynthesisMutagenPatcher
      settings, PatcherPreferences userPrefs, ModKey exportKey) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line
      64
      --- End of inner exception stack trace ---
      at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[]
      arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
      at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags
      invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
      at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
      at Mutagen.Bethesda.Synthesis.Internal.Utility.ToState(GameCategory
      category, RunSynthesisMutagenPatcher settings, PatcherPreferences
      userPrefs, ModKey exportKey) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Internal\InternalUtility.cs:line
      152
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher
      args, ModKey exportKey) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      454
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass28_0.<b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 246
      --- End of stack trace from previous location ---
      at
      Mutagen.Bethesda.Synthesis.SynthesisPipeline.OpenTypical(OpenForSettings
      args) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      260
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.InternalRun(String[] args,
      RunPreferences preferences) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      348
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.InternalRun(String[] args,
      RunPreferences preferences) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      366
      at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(String[] args) in
      D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line
      303
      at HeightsOfSkyrim.Program.Main(String[] args) in C:\Program Files
      (x86)\Steam\steamapps\common\Skyrim Special
      Edition\Tools\Synthesis\Local\DBVO-All\Program.cs:line 28
      at HeightsOfSkyrim.Program.(String[] args)

    11. Darkaxt
      Darkaxt
      • premium
      • 4 kudos
      removed
    12. Darkaxt
      Darkaxt
      • premium
      • 4 kudos
      After analyzing the code there are a few challenges due to the update on "Dragonborn Voice Over" from using SoundDescriptor to a Quest. This program will only work with the version uploaded on 13 Mar 2023, 1:08AM which has the plugin named as "DBVO_Base.esp" isntead of "DBVO.esp".

      Apart from that to be able to use this program in MO2, since the Mutagen version it is build on is very old, you won't be able to use it unless the Managed Game settings points to the default Skyrim installation. So the steps would be:

      • Install the old mod version.
      • Change the Managed Game location settings.
      • Run this program.
      • Return the Managed Game location settings
      • Edit the csv file to replace the standard game path for the managed game path
      • Follow the other steps.
    13. Kekkening
      Kekkening
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      • 0 kudos
      JohnDenyard Thank you!
  8. TReXxSkyrim
    TReXxSkyrim
    • supporter
    • 3 kudos
    is there a limit to how many files you can have? i have about 15k files and the game crashes before main menu with the output enabled
    1. vdesmond
      vdesmond
      • premium
      • 0 kudos
      I'm sure everything has a limit, even the speed of light. But I know it's way higher than 15k files. I have 89k files and my game doesn't crash. More than likely you have a conflict or corrupted files.
  9. Freyrferret
    Freyrferret
    • member
    • 0 kudos
    Okay, this is definitely just me being an idiot, but I don't know how to make this work.
    I downloaded the file, had DBVO installed (I use Vortex) and I have a voice model chosen.  I try to run the executable, but nothing happens.
    I see people talking about setting dependencies and MO2 stuff, but I have no idea about those, or how to make it work with Vortex.
    I would appreciate "instructions for idiots" kind of thing, because I definitely am an idiot on this case.

    Edit: I managed to fix this. (I didn't have the dotnet 5, when I thought I had) but now I got to point that I need to get the CSV to xVA synth but it complains something about game_id  witcher, even though I've never had anything related to witcher in my computer.  I also am bit sceptical on if this actually generated all the voicelines I need, since the generation was so fast, even though I have quite a bit of mods.

    Edit 2:  I got past this too. Can't remember what I did, but now this works so far, but I encountered another problem, but I think it's xVA synth problem or hardware problem, beccause I keep getting error about memory when processing the batch.  I posted about this on xVA synth bug section already, but I keep messing around to see if I can find a solution to this one too by miracle of "I don't know what I am doing, but I hope this works." -method
  10. Mythosrr
    Mythosrr
    • member
    • 2 kudos
    So your optional file is plug and play? No need to use the main file to generate anything? Also it would be nice if you could show us a list of the mods it covers. I would generate my own geralt voice for my equally large mod list but this seems to save a lot of time and also i am using the latest version of dbvo.
  11. amineboumzgou
    amineboumzgou
    • member
    • 3 kudos
    Not working, i followed every step downloaded every dependency, when i lanch the execcutable via mo2 it doesnt do nothing 
  12. CraicHouse
    CraicHouse
    • supporter
    • 0 kudos
    There is no DBVO_Base.esp anymore, its been renamed to DBVO.esp. Manually renaming the file to DBVO_Base.esp doesn't help - much.
    But it does make the program stay open for a few seconds longer. Still generates nothing in the .csv unfortunately.
  13. Theps3gamer104
    Theps3gamer104
    • member
    • 2 kudos
    years later still can't figure this out, am I supposed to move this somewhere I try to install via vortex it closes within half a second so idk what the problem no clue where tools are stored in vortex can someone please help?
  14. Culuf
    Culuf
    • premium
    • 183 kudos
    Would someone who has figured out the mod train a voice with lipsynch files and upload as a mod?
    From xVASynth v3's page on the list of voices available. Max Caulfield.
    https://www.mediafire.com/file/y7xd50acve064jd/Life_is_Strange_Max_Caulfield_xVASynth.rar/file
    I don't use MO and don't understand this.