Skyrim Special Edition

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23 comments

  1. trawzified
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    Version 1.0.1 in combination with the latest version of DialogueTransformer should fix the missing < before aliases and such, those shouldn't break anymore. Make sure to either delete your LocalCache before re-running the patcher, or delete any lines in them with a '>' in them.
  2. NukuNookee
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    Do you have a script to generate overrides from a .esp plugin?

    I used DT to generate a Khajiit Speak patch for my load order including Sa'chil, then extracted just the Sa'chil lines with xEdit to a separate.esp plugin to create a basis for a Khajiit Speak patch for Sa'chil.
    I gave this to Chardero the Lupe to use as a basis for the Khajiit Speak patch which is now included with Sa'chil Official Patch-Hub (after some hand editing to fix up the menu choices for interacting with her and a few other things).
    We'd like to contribute an override .csv back to this mod, or include it as an option in the FOMOD for Sa'chil patches.
    1. trawzified
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      Awesome, that's great! Yes, it supports overrides instead of falling back on AI. For that the 'use overrides' feature needs to be checked inside Synthesis on the user end. You can add a file called 'DialogueTransformer/KhajiitSpeak/Overrides/<your ESP name>.csv' and it will use the lines in there instead. I already included a bunch of patches for various mods in this package, Interesting NPCs for example ('DialogueTransformer/KhajiitSpeak/Overrides/3DNPC.csv'). If you follow the format in those files, if you include such a file in your mod the patcher will automatically pick that up :)
    2. NukuNookee
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      I'll look at using xEdit to generate the .csv file from the .esp directly to save time.  Once I have it, do you want it so you can add it to the next release of Dialogue Transformer - Khajiit Speak?
  3. Pinesteins
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    This mod is a lifesaver, thank you friend! No 1500 mod load order can stop me from playing Khajiit now (but my dying graphics card will)

    Sorry if this is a silly question, I believe I've set everything up on the dialogue transformer end, but I'm a bit lost on how synthesis handles patches. Do you know if the compiler be able to detect the Khajiit speak mods I have installed and ignore those files or will this model override all dialogue mods (like KS redux)? I hope to keep the variety of the hand-written mods and use this one to fill in the gaps 
    1. trawzified
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      You can tick the manual overrides option on this Khajiit Speak model in the Synthesis settings and that will actually use all the original dialogue I used to train the model, so you really don't need any of the original mods to get human hand-written quality on recognized records :)
    2. Pinesteins
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      Awesome : ) and thanks for letting me know.
      Sadly I'm having an issue with the patcher, sorry to throw a wall of error codes at you but I downloaded both the model and dialogue transformer (and enabled them) and can't figure out why synthesis is mad at me. I set it to override as well. Are you able to tell from this message?
      Edit: I figured it out! I needed to update the patcher to the p001 pre-release, seems to not work with the last patcher even though it's still newer than p004. It's working beautifully now, thank you again! I'll just leave this here in case someone, like me, doesn't have The Ability To Read installed.
      Spoiler:  
      Show
      Unhandled exception. System.Exception: InternalDataPath was null - patcher cannot function, inferencing client missing!
      at DialogueTransformer.Patcher.Program.RunPatch(IPatcherState`2 state) in C:\Users\alan_\AppData\Local\Temp\Synthesis\s30utokr.fav\Git\bwsjbfff.ly0\Runner\DialogueTransformer.Patcher\Program.cs:line 31
      at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
      at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
      at System.Threading.ThreadPoolWorkQueue.Dispatch()
      at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
      at System.Threading.Thread.StartCallback()
    3. Kyl3Harp3r
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      Hey, I'm having issues getting this to work with my Synthesis. I've downloaded and tried both pre release forms, the 0004 and 0001 as recommended in your comment. I've tried changing the patcher to match the images of original mod, and I have both the Dialogue Transformer mod and Khajit Speak mod installed in my portable instance of MO2, but when I run patcher, it says I need Khajiit speak mod. Any more ideas what could be causing this? I may be overlooking something, but it is late. But thanks fellas if you can help!
    4. trawzified
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      Can you post the exact log Synthesis puts out?
    5. Kyl3Harp3r
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      DELETED
    6. Kyl3Harp3r
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      Hey, I am so sorry. I must have messed up the download somehow last night. I deleted all files, reinstalled all files manually, and it's seeming to work. That's why you don't mod when you're tired. Sorry to waste your time. : ) 
    7. trawzified
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      no problem! Glad it worked out
  4. tharnjaggar1977
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    I think this is the mod I endorsed the fastest... I usually let a couple days of gameplay before giving a thumb up. But this is truly an amazing change! Makes all so much more immersive as well. This deserves to be on top of the hot mods this month (probably with Skyclimb, even if that one is still beta and very much not usable except to have a bit of fun at some moment)
    1. trawzified
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      Glad to hear it, though I think the limited amount of models available right now makes it a bit of a niche, doubt it'll show up there. Fix for those aliases should be available, is it better now?
  5. Archangelo666
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    I like the idea of mod seems fun but does it work with followers like inigo? or other modded quests and stuff like that?
    1. trawzified
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      It works with everything! That's the power of these patchers, and the quality of the dialogue should be high with it being powered by an LLM rather than a simple human algorithm I would come up with myself :)
  6. tharnjaggar1977
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    I do LOVE this idea very very much. However I was wondering: couldn't it be "generate once, use for all"? so, installingSynthesis, generating the dialogs from the Khajiit model, then create a mod from the generated dialogs? so people could just install the generated mod without all the need the install and run the app themselves? or did I misread what is needed to be done?
    1. sade1212
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      As I understand it, the issue with just sharing the generated plugin is that, because it sits right at the end of the load order, if anyone besides you used it, it would overwrite a bunch of stuff from their previously installed mods. They'd have to manually forward all their other plugins' changes to fix it. You'd also need to separate out the Khajiit Speak compatibility plugins for every individual mod that adds new player dialogue (which was the existing situation), since not everyone will have the same ones installed and the game crashes if you try to run it with plugins enabled which are dependent on mods you do not have installed. Having everyone run a patcher themselves on their own unique load orders avoids those problems, which is why they're really useful for this sort of thing which makes sweeping changes across the game.

      The super cool thing this seems to be doing besides just being a patcher though is that it Khajiit-Speak-ifies all the player dialogue in your game, even if it's from some obscure mod or even an unreleased one you've made yourself, without any human needing to write the lines.
    2. trawzified
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      sade1212 is about right. This would not work because Skyrim plugins (the esp files many mods have) have a mastering system. When you want to make changes to a record, whether that be in the base game or from another mod, the plugin that modifies the record has to reference this base record. So if you put someone elses plugin file in your game files, you would need to have the exact same mods installed. Otherwise you may get missing masters and the plugin won't work, it will refuse to load into the game. Plus, you would lose the ability for it to support new or obscure mods, I would have to download all of those myself and patch them like sade mentioned.
    3. tharnjaggar1977
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      Yes, I got my own answer when playing with the tool... depends on our mod list.
      to be sure: adding/removing a mod -> we need to regenerate (just like basically with any external tool like DyndoLOD, Nemesis etc)
      what about re-ordering plugins? does a change in sort order also requires regenerating the plugin ?
    4. trawzified
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      Depends a little, if this plugin loads last it'll still overwrite that bit of dialogue, but that is with the Khajiit version of the previous winning override in xEdit. So if you have a dialogue record that's suddenly changed (maybe in context, maybe in what happens after clicking the dialogue option), that won't be carried over by the patcher until you regenerate.

      So in short, yes, I recommend regenerating the patcher when re-ordering mods with dialogue topic records in them. You should also always regenerate when removing or adding a new mod with dialogue. Currently there is a bug with the local cache that stops it from saving, I'm working on that, that should make re-running the patcher much faster.
  7. Irwine
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    Hi,
    I'm wondering, for others languages we need to translate the good sentence in the csv in our language right ?
    But is there any caution to take when saving and opening them ?

    Many thanks for that's mod, and the others.
    1. trawzified
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      Other languages are not supported right now. If the csv is corrupted, it won't be able to read from the cache so just be careful not to break that.