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  1. AdoringStan
    AdoringStan
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    Linux users: This mod works! Here is what I had to do to get it running properly with xVASynth. I haven't figured out SAPI voices yet.

    1. install xVASynth and voices as normal. I tried the Steam version initially, but now I have the Nexus version. Either should work.
    2. install the Fuz Ro Bork xVASynth plugin as described in the mod's original description.
    3. in Mod Organizer, add xVASynth as a program and launch it.
    4. unlock Mod Organizer, and launch Skyrim.
    5. if you are having any issues, double check the logs for both Fuz Ro Bork (in your SKSE my games folder) and xVASynth (next to xvasynth.exe) and make sure the file paths are correct. For instance, I had to manually set the correct mod_files_location setting in my FuzRoBork xVASynth plugin ini (located at xVASynth/resources/app/plugins/skyrim_fuz_ro_bork/settings.ini) to "mod_files_location=C:\users\steamuser\AppData\Roaming\xVASynth\realTimeTTS\". You may not have to do this. I messed around with settings a lot trying to get this to work and may have messed that one up along the way.

    BONUS - Start xVASynth with Skyrim, close it when Skyrim closes. Windows users should also be able to use this.
    1. create a new .bat file in your Skyrim directory and open it with a text editor. I named mine "start-skyrim.bat"
    2. paste the following into the bat file, replacing the file to xVASynth.exe with the path to it on your computer, or for Linux users, the path to the exe from within your Proton/Wine prefix (I made this using the help of AI for full transparency)
    @echo off

    :: Start xVASynth.exe
    start "" Z:\media\user\External-Storage\Modding\xVASynth\xVASynth.exe

    :: Start SKSE.exe which will open SkyrimSE.exe
    start "" skse64_loader.exe

    :: Wait for SkyrimSE.exe to start
    :waitForSkyrim
    echo Checking if SkyrimSE.exe has started...
    tasklist /FI "IMAGENAME eq SkyrimSE.exe" 2>NUL | find "SkyrimSE.exe">NUL
    if "%ERRORLEVEL%"=="0" (
    echo SkyrimSE.exe has started.
    goto checkSkyrim
    ) else (
    ping -n 5 127.0.0.1 >nul
    goto waitForSkyrim
    )

    :: Wait for SkyrimSE.exe to close
    :checkSkyrim
    echo Checking for SkyrimSE.exe...
    tasklist /FI "IMAGENAME eq SkyrimSE.exe" 2>NUL | find "SkyrimSE.exe">NUL
    if "%ERRORLEVEL%"=="0" (
    ping -n 5 127.0.0.1 >nul
    goto checkSkyrim
    ) else (
    echo SkyrimSE.exe not found. Attempting to close xVASynth.exe.
    taskkill /F /IM xVASynth.exe
    )

    echo SkyrimSE.exe has closed. xVASynth.exe has been terminated.
    3. add the .bat file to Mod Organizer as you would any other .exe and run Skyrim using it for now on. 
  2. GennyWoo
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    Are they compatible? Should I just let Fuz Ro Bork win?
  3. nopeltu
    nopeltu
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    Took me 6 hours to figure out why xVASynth wasn’t working...
    Why? Because I’m running a 1.5.97 modlist. And the “Files” section of the mod is a complete mess—everything’s labeled for 1.6.4 or whatever, but nowhere does it say anything about 1.5.97.
    So I tried everything. The last thing I attempted was just installing different versions of the mod. I read a few posts saying version 0.13 worked great for 1.5.97—but of course, that version doesn’t even exist under the “Files” tab. 😂 So I installed an even earlier version. In that one, the Windows (Microsoft) voices actually started working, but xVASynth still didn’t. At that point, I figured the problem wasn’t the mod.
    So I kept digging around for another 2–3 hours.
    In the end, I found out that the earlier version had a small grammar bug—somewhere in xVASynth’s JSON or plugin setup it was using skyrim instead of Skyrim, and that broke it. Once I fixed that, it started working.
    After that, I went back and tested a few more versions—because again, that "Files" section is chaos. Tons of versions, but no clear info on which one supports which version of the game.
    So yeah, the latest version I got working with 1.5.97 was the one listed as version 1.0 on Nexus (released Feb 2, 2022). Funny thing is, in the FOMOD installer it says version 0.14... so I guess that’s actually the latest compatible one. After that, I tried 2.0 but it just didn’t work anymore.
    All that time wasted just because the files section is a mess... 😩 But anyway, thanks for remaking this mod—really enjoying it now.
    💡 Quick Tutorial (for others using xVASynth with 1.5.97):

    • Download the latest xVASynth from Steam or Nexus—doesn’t matter.

    • Download your voice files/packs and drop them into the xVASynth folder. Also install and enable the 1.3 version plugin.

    • You’re done with xVASynth. Just run it in the background. Doesn’t matter if you start it via Steam or Mod Manager—IMO Mod Manager is kinda overkill for this.

    • If you’re on Skyrim 1.5.97, grab the 1.0 version of the mod (released Feb 2, 2022). It seems like the latest one that works, but again... who really knows?

    • Launch Skyrim via SKSE or your mod loader—doesn’t matter. If Microsoft voices appear, you’re good.

    • If xVA voices don’t show up in MCM, check the log here:
      Documents/My Games/Skyrim/SKSE/fuz...log
  4. warhead123
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    Would adding an xtts backend be possible?
    1. ZoldyG
      ZoldyG
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      did you succeed 
  5. jcoolin
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    Just wanted to comment, I got this working after some figuring things out for my 1.5.97 version. I love the fact that when I finally got it working with XVaSynth my test line I heard was "I guess you don't have potatoes in your ears after all"
  6. MaiqKachowski
    MaiqKachowski
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    How do I make it so it knows what voice to use based on who I'm talking to? Like I have a mod that provides extra dialogue, and I would like it to just read out their responses for me, using the correct voice. Is that possible with this?
  7. Malik2023
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    Not sure if this is an issue with the mod or xVASynth, I tried to make it work, and I am able to run vanilla lines with pre-cached files I installed. However, custom dialogs do not work. I verified xVASynth log and I see the following line that calls my attention:

    "Users/Admin/AppData/Roaming/xVASynth/realTimeTTS/preffmpeg_output.wav: No such file or directory."

    Is someone else running into this issue?
  8. Awsomonium
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    I'm assuming this isn't directly compatible with a mod like Edge UI as it modifies dialoguemenu.swf?

    Where would I start if I wished to make a patch for it?
  9. didi112
    didi112
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    Heya. Love this mod and used to use it a few years ago. Trying to get it up and running now, but my MCM menu where the voices should be is blank. It's empty for some reason. Has anyone else experienced that or have any way to fix it?
    1. ulrich20
      ulrich20
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      I highly recommend MCM Kicker SE
  10. MouaOfficial
    MouaOfficial
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    Which one should I download?

    "Fuz Ro Bork"  or  "Fuz Ro Bork - Skyrim Text-To-Speech" ?
    1. aedenthorn
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      Sorry, removed the outdated version, there should only be one now
    2. MouaOfficial
      MouaOfficial
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      LOL, I went back to the page to see and I couldn't find the mod anymore and I thought: Am I crazy?? The file was here just now but it disappeared out of nowhere! hahaha I'm glad you answered me, I'll download the correct one now, thanks.
  11. lebben
    lebben
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    {Edited}
    Hey, if you having issue where no voices are showing in the mcm menu in game, (for me any ways) I went and checked in the mod "fuz Ro Bork" (right click in mo2 > go to skse/plugins/ and there's no ini files getting generated for me. 

    What I did to resolve this was manually add a ini, the author shared below MY COMMENT however what the ini SHOULD look like, I ADVISE if you try this using what THEIR ini file looks like!

    Again, I'm just sharing what I did. In the mod fuz ro bork > skse/plugins/(here) Create a new text file in the location mentioned above, we are going to save it as "FuzRoBork.ini" > Remember to save it as "all file types" not a txt docIt should contain the following:

    [General]
    VoiceOutputFolder = "Sound/Voice/"
    DefaultVoice = "stock_1" ; Choose the voice (stock_1.fuz, stock_2.fuz, etc.)
    EnableFallback = true
    [Logging]
    LogLevel = 2
    LogFile = "FuzRoBork.log"
    1. aedenthorn
      aedenthorn
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      This is absurd... the FuzRoBork.ini file looks nothing like that. I think you are confusing it with a different file or being misled by ChatGPT or something. An ini file is created at SKSE/plugins/FuzRoBork.ini when you start the game with the plugin installed, and it looks like this:

      [General]
      WordsPerSecondSilence=2
      SkipEmptyResponses=1
      MsPerWordSilence=-1.000000
      PlayPlayerDialogue=1
      PlayNPCDialogue=1
      PlayBookPages=0
      PlayBooks=0
      PlayLoadingScreenText=0
      VoicePlayerActions=0
      SpeakParentheses=0
      EnableHotKeys=0
      CustomTempPath=
      PlayerLanguage=
      FemaleLanguage=
      MaleLanguage=
      NarratorLanguage=
      PlayerVoiceRate=-11.000000
      FemaleVoiceRate=-11.000000
      MaleVoiceRate=-11.000000
      NarratorVoiceRate=-11.000000
      PlayerVoiceVolume=-1.000000
      FemaleVoiceVolume=-1.000000
      MaleVoiceVolume=-1.000000
      NarratorVoiceVolume=-1.000000
      PlayerVoicePitch=-99
      FemaleVoicePitch=-99
      MaleVoicePitch=-99
      NarratorVoicePitch=-99
    2. lebben
      lebben
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      well.. It worked for me.. So idk what to say. I've tested 3 times by removing the ini and it doesn't work, add it back it works fine, prehaps the ini is not getting created properly?

      And yes, 100% not going to try and act like I know more then I do, I did use chatGPT cuz nothing else was working? When I launch this game my INI indeed looking nothing like this.. 

      I'm fully open to suggestion for why the INI is not getting generated when opening the game maybe we can figure this out in more detail togather?

      P.s. ty for the mod btw, I mean no disrespect or anything I'm just trying to figure this out and share what worked for me... That said I understand how INI's work and I get why you said this sounds absurd, but I can reproduce the results and record it if it helps?
    3. lebben
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      Hey so I just wanted to add, I copy and pasted that INI you have in and it indeed fixes some other issues, so no doubt thats the correct way the ini should look, I'll change my orginal post, HOWEVER it doesn't address why the ini is not getting generated in the first place? If I remove it all togather doesn't work, I add that one you posted, works fine? 
    4. aedenthorn
      aedenthorn
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      Maybe it's a permissions issue? I don't know, it gets created for me if it's not already there. If you are using MO2 you might have multiple copies of the INI and one is corrupted.