0 of 0

File information

Last updated

Original upload

Created by

LunaticWasTaken

Uploaded by

LunaticWasTaken

Virus scan

Safe to use

Tags for this mod

About this mod

A modern replacement for both PC Head-Tracking and Dragonborn Voice-Barks. It allows for way more customization, with way less issues.

Requirements
Permissions and credits
Mirrors
Changelogs
NOTE: THIS MOD IS IN BETA - IT IS PROBABLY PRETTY UNSTABLE, AND SHOULD NEVER BE USED ON YOUR LOVED 100+ HOURS SAVE.

PLEASE PLEASE PLEASE REPORT ANY ISSUES OR ANYTHING YOU HAVE WITH THIS MOD - EITHER HERE IN THE POSTS/BUGS TAB, OR ON MY DISCORD HERE

YOU'VE BEEN WARNED!


---------------------------------------------------------------------------------------------------------------------------------

This Mod is essentially a modern replacement for both PCHT and Dragonborn Voice-Barks. It allows for way more customization, with way less issues.

- Why?
Pretty simple:
- PC Head-Tracking has the issue that it uses the CreationKit's Sound-Descriptors. Those were never meant for Voice-Files, they have no support for lip-sync, and are limited in dynamics. For instance, if you wanted to use more (or less) than 5 files for an event, you cannot, because a file descriptor expects a specific set of wav-file-paths. You could increase/decrease those via xEdit in the ESP, but that would not be a viable solutions to Voicepack-Creators.
- Dragonborn Voice-Barks fixes this issue and uses the console-command `speaksound`, which can directly play any arbitary voice-file from the disk.
However, it comes with both a lot of voice-overlap, and completely lacks any customization. Essentially, all it allows to change is one chance-slider for every category. This will become an issue very quickly.
Also, it does not seem to get any updates anymore, and is practically dead at this point with the words "I might fix it"

This mod is written entirely in SKSE (the ESP (esl-flagged) is only there for muting the vanilla grunts), and therefore i have WAY more dynamic abilities.
Now what this mod does different is loading in the wav-files and data specified in the config dynamically on startup, and play them on their respective events.

---------------------------------------------------------------------------------------------------------------------------------

How to create a Voicepack?

See the example config at "Sound/PlayerVoiceEvents/SoundData/config.example.json".
Copy it to a new file called "config.json", and modify this file according to the documentation.
For more help, feel free to join my discord server and just ask away!

---------------------------------------------------------------------------------------------------------------------------------


Please if you used this and you notice any issues, bugs, problems, or just have questions or ideas, you can join my discord modding server here. There's a few people on there already working on voice packs, and it's the place where i can help you the easiest way possible!

---------------------------------------------------------------------------------------------------------------------------------

Known Issues:
- Location-Events trigger in entirely wrong Locations - The detection is entirely based on coordinates, so if this happens, that means that some other mod is changing the coordinate-scale or something, no idea really. I don't face this issue, and the only person who did has thousands of mods installed, so idk how to track it down...

---------------------------------------------------------------------------------------------------------------------------------

Credits:
- GoblinHours69 - For Dragonborn Voice Barks
- HHaleyy & Tooneyman - For PC Head Tracking
- Ianpatt - For SKSE
- VersuchDrei - For both ConsoleUtil NG, and for being a massive help with SKSE <3
- ryobg & silvericed - For JContainers
- powerofthree - For Papyrus Extender


If you think i forgot you here, just tell me. It was not intentional <3