Hey man, could you create a patch to make Lokir dialogue make more sense? Everything in opnening secene overhaul is interesting, except the fact that lokir speaks with Ulfric using "that" or screaming as if Ulfric wasnt face to face with him...
Ah, now I'm keeping up. It'll probably have to wait for at least a few days until I've obtained my new HDD docking station, partly because I have most of my custom voice samples for 11labs stored on my external harddrive and my current station recently broke for some reason, and partly to make up for more space on my PC again. But I'm all up for the idea, I'll notify you when I've done your request.
So I followed Hadvar, and went off into Alvor's home. The dialogue lines for Hadvar's explanation of events at Helgen gets cut off in records 0002C44D, 0002C44E because the OSO's new voice lines combined the last responses into the previous responses (which THIS mod doesn't cover). My guess reverting OSO's (and OSO Patch's) changes to these 2 records will enable the original vanilla voiced dialogue to go through.
When playin as an Altmer Hadvar tries to say that the players remains will be returned to Summerset Isle, that dialogue never plays though and because of that the scene gets stuck and never continues.
The scene plays fine when playing with Hadvar's modded voice.
I'm having the same issue as well, tracked it down to this ESP... super weird. Works fine and scene plays out normally with other races, but if you choose Altmer the scene stops and the NPCs are stuck staring into your soul. It got really uncomfortable after 30 seconds. Like bad trip uncomfortable :D
Have you considered slowing down the audio a little bit? Having messed around with 11labs myself, I noticed its output is always just a bit too rapidly spoken.
You may as well ignore/delete the plugin my mod provides and instead do the following - Highlight the NPC overhaul plugin in Wrye Bash, and under the Bash Tags section, click on the "plus" icon and select the Actors.Voice tag, then right-click inside field and choose "Copy to the description" and rebuild your bashed patch. It is always wise to place your NPC overhauls pretty low in the load order to avoid the black face bug.
Edit: If anything, check out this xEdit script - Make sure you load my plugin pretty late in the load order, open all your plugins in SSEEdit and apply this script to the NPC replacer plugin as well as my own plugin.
And out of curiousity, which NPC replacer are you using? Perhaps I'd offer to make patches in SSEEdit for those who don't know how to use it themselves.
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When playin as an Altmer Hadvar tries to say that the players remains will be returned to Summerset Isle, that dialogue never plays though and because of that the scene gets stuck and never continues.
The scene plays fine when playing with Hadvar's modded voice.
You may as well ignore/delete the plugin my mod provides and instead do the following - Highlight the NPC overhaul plugin in Wrye Bash, and under the Bash Tags section, click on the "plus" icon and select the Actors.Voice tag, then right-click inside field and choose "Copy to the description" and rebuild your bashed patch. It is always wise to place your NPC overhauls pretty low in the load order to avoid the black face bug.Edit: If anything, check out this xEdit script - Make sure you load my plugin pretty late in the load order, open all your plugins in SSEEdit and apply this script to the NPC replacer plugin as well as my own plugin.
And out of curiousity, which NPC replacer are you using? Perhaps I'd offer to make patches in SSEEdit for those who don't know how to use it themselves.