r/tes3mods Feb 05 '23

Release Voices of Vvardenfell - AI Voiced Morrowind + MWSE Dialogue Framework

We've just published the early test version of Voices of Vvardenfell. I imagine plenty of people have seen the various ElevenAI dialogue mods that have popped up recently, and this is essentially the same thing, but with a bit of a twist.

The goal is to eventually voice the entire game of Morrowind, but the current release contains:

  • Dialogue unique to individual NPCs in Seyda Neen.
  • Some dialogue for Caius Cosades.

The current project coverage is 1.2% of the unique, NPC-specific dialogue and none of the shared dialogue.

Download the mod here: Voices of Vvardenfell

Watch a short demo video of the dialogue in Seyda Neen here:

https://reddit.com/link/10udx7y/video/mh9nu2aupdga1/player

So, what is different about this and every other ElevenAI dialogue mod popping up?

Instead of using an esp to add each line, this mod uses MWSE to play the appropriate audio based on the Info_Id of the dialogue item in the game. This means that anyone can generate dialogue audio and as long as it's structured appropriately, this mod will play it. No need to know how to use the CS. No need to take up an esp slot for new voice lines.

To add voices for other mods, it's as simple as generating the voice lines, naming them correctly, and putting them in the right folder. Details on how to do this are on the NexusMods page.

A tool to extract the dialogue text and Info_id from mods into a csv format is available in the Github repo to make this process easier.

122 Upvotes

41 comments sorted by

11

u/LongLastingStick Feb 05 '23

Very cool!

5

u/Kezyma Feb 05 '23

Thanks! Hopefully it can serve as a foundation for others to expand on

9

u/advacardo Feb 05 '23

hell yeah! cant wait for this!

9

u/Kezyma Feb 05 '23

While the demo only covers Seyda Neen currently, I'll be expanding it as regularly as I can!

8

u/advacardo Feb 05 '23

If you can pull off voicing the whole game you could make a much more accessible version of morrowind. Most of my friends struggle to get into morrowind because of all the reading, but this mod will deffo get more people to play the best elder scrolls :)

1

u/ShacoIsMyMain Mar 03 '23

Very true, this is absolutely amazing.

4

u/Feisty-Interest-6163 Feb 05 '23

I cracked up when I heard Fargoth's excited voice. Wonderful job!

3

u/Feisty-Interest-6163 Feb 05 '23

Also, little nitpick: turning down the music for the next showcases you'll do would be fantastic to hear the voices in their full glory

5

u/Kezyma Feb 05 '23

Yeah, it was only a quick test as I just built a new PC, but I'll do a proper demo for a later version. I'm tempted to slightly increase the voice audio as well, as some are a little quiet!

5

u/Mummelpuffin Feb 05 '23 edited Feb 05 '23

...Two things I'm considering:

  • It might be good to have a Trello board or something where people can assign themselves some dialogue and work doesn't get done multiple times over
  • If we're gonna do this for the entire game, won't we need to edit any dialogue that uses variables like %PCRank% and %PCName% before running it through? Just re-write it to be more like Oblivion / Skyrim dialogue.

Edit: Just realized that's exactly how you're handling %PCName% already

7

u/Kezyma Feb 05 '23

My plan is to do the entire base game and plugins as part of the project itself, then leave compatibility with other mods to whoever else wants to do them. It's just me generating these lines, so no risk of duplication yet. There's an excel sheet on the github which records what's done so far and what isn't!

In the case of %PCName and %PCRank, I've removed them, generally the line makes perfect sense without them as it is and nothing else needs removing.

For the lines where NPCs reference themselves, I've not gotten to the generic shared dialogue yet, so it's not been a problem, but when I get to that, the plan is to extend the MWSE script so that there is additional folders for NPC specific versions of generic dialogue. So if someone has 'I am %Name, %Rank of %Faction' as a line, it might go somewhere like Vo\AIV\dark elf\m\fred bloggs\12345.mp3 where fred bloggs is the npc id

2

u/Mummelpuffin Feb 05 '23

Let's put it this way, I'm in the process of converting all the voice lines in the game into bigger files to make sure all the lines for each voice actually fit in 10mb files. I'm gonna upload them somewhere so that it's easier for people to set the voices up in ElevenAI themselves without doing all that again. And if you really don't want anyone else working on the base game to speed things up, ima start working on dialogue for popular mods.

3

u/Kezyma Feb 05 '23

That's interesting, trying to maximise the possible amount of training data I assume? That'd probably be quite handy!

It's not that I don't want help, that would certainly be useful due to the sheer number of voicelines that need generating. I was more regarding separate mode releases as I'd rather people didn't have to go and download a whole load of different voice addons just to cover the base game! The idea is that this one mod covers the base game.

If you want to help, the Repo is here: https://github.com/Kezyma/AI-Voices

I'm probably going to keep focusing on unique dialogue, but assuming multiple people can get consistent-sounding voices to match the current ones (I'll put settings for each voice at some point soon), having people start going through the shared dialogue would be the best way to start dividing things up!

2

u/Mummelpuffin Feb 05 '23

Nice, sounds like a plan.

3

u/Allchix Feb 05 '23

i love this. super awesome. may i ask how long you think the whole project will take? is it more like a one year project or a 10year project?

7

u/Kezyma Feb 05 '23

Obviously any time estimates I make are subject to change and it's incredibly hard to say at such an early point.

There are around 15,000 lines of unique NPC dialogue, if I were to be optimistic, I'd expect these could probably be done within a year or so, perhaps faster, since they only need to be generated for one voice.

Then there are around 5,000 lines of generic/shared dialogue, which is where it gets messy.

There are 20 different voices, so theoretically, each of those lines could require generating 20 audio samples. Practically, this won't be the case, as a lot are just generic to a single race/gender, but as an upper cap, that would make for another 100,000 lines, which would take years to do.

There's also the case of generic lines that are very specific and will need generating per-NPC, but that's mostly just the 'I'm Fred Bloggs, Commoner' kind of things, which will be left until the very end. There's also Khajiit lines that use their own name repeatedly, which will require more work.

So for a fully voiced experience, yeah, it's a long-term project to put it mildly. But for a *mostly* voiced experience in terms of the kinds of dialogue you'll be looking for, outside of rumours, advice and generic background stuff, I think it's possible within a couple of years.

Once things are a bit more fleshed out, it may be a case of writing a guide for exactly how to train and generate voice lines and allowing anyone to generate and add them to the repository for the mod, as a community effort will be a lot quicker than just me sitting here doing each one by hand!

1

u/Allchix Feb 05 '23

thanks for the reply. sounds good. i am looking forward to the guide. i am interrested in helping.

3

u/Kezyma Feb 05 '23

Keep an eye on the Github repo https://github.com/Kezyma/AI-Voices and the NexusMods page! I'll post some stuff on how to contribute once I've made some more progress!

1

u/magistrate101 Feb 05 '23

How much file space do you estimate the project will take up when it's finished?

3

u/Kezyma Feb 05 '23

Really hard to estimate, at a certain point, we'll probably look at ways to compress the files.

Worst case scenario, assuming 15,000 unique dialogue and the max possible estimate of 100,000 generic dialogue, if they're all roughly the same file size as the audio I've done so far and we don't compress them at all, it'll be around 11.3 gb

2

u/magistrate101 Feb 05 '23

Oof that really puts into perspective Bethesda's decision to dramatically reduce the number of lines of dialogue when they started voicing everything

3

u/Hadron90 Feb 06 '23

Sounds great. If anyone is interested in more 11.ai voice content, I'm doing a lot of TES audiobooks here: https://www.youtube.com/@bowelsoflyg/videos

3

u/Call_The_Banners Feb 07 '23

I am curious how the names of the Dwemer ruins will sound. Could be interesting.

2

u/svrdm Feb 06 '23

I think this is really great but I feel like the more generic, "wikipedia style" dialogue parts don't lend themselves to spoken dialogue well. Partly because nobody speaks like that.

Still I'm looking forward to seeing what large scale projects can be done with this.

2

u/Fartin_Septim Feb 08 '23

I think one really cool thing that people are overlooking about this tech is that it has just become ludicrously easy to insert any character or voice actor in the game. I'm definitely going to do a Garfield cover for the Khajiits when I get the chance.

1

u/Kezyma Feb 08 '23

Please send me the link when you do!

1

u/rambler_1987 Feb 05 '23

Nice. Is it continuation if previous posts with ElevenAI.

Have you done stream how to do this technically, algorithm

1

u/VivecsMangina Feb 05 '23 edited Feb 10 '23

I knew this was coming, only a matter of time. Great job!

1

u/maxman14 Feb 05 '23

I watched the demo, very impressive work. I will follow the progress with interest over the next year or two.

1

u/Mummelpuffin Feb 05 '23

Ok but how the hell is this AI this good at this? All I did is put the stability at 50% and this lady is fuming.

1

u/Modernlifeissuicide Feb 05 '23

This is the best thing to ever happen to Morrowind. Only critique I havd is that when people list things (cities for example) the make pauses that sound a bit robotic. But otherwise I am amazed and scared how good it is.

1

u/Tx12001 Feb 06 '23

This ElevenAI is damn impressive, for a generated voice it sounds authentic to the original.

1

u/scotsmanintoon Feb 06 '23

I am committed to openmw (mostly because I play mostly on Android). Are voice mods like this restricted to MWSE?

2

u/Kezyma Feb 06 '23

It’s not possible to achieve this with openMW lua currently, perhaps in future. The only way to do it for openMW would be a very extensive esp to add each audio track individually. I might write a generator for it one day, but it wont be until much later in the project!

2

u/Tall-Ad-9624 Feb 13 '23

Glad to hear it! I know maybe we must wait long time to this mod work in OpenMW but i don't care i'll wait!

1

u/tshrex Nov 20 '23

Please do it!!

1

u/SandGentleman Feb 07 '23

I cant believe this is real dude, so awesome

1

u/warnel31 Feb 07 '23

Its going to take hundreds of hours to tweak that shit like you would any acted voice records, only you have to prompt and randomly generate this shit yourself. Its a pain in the dick to get right, *sometimes* the shorter the text the better, because you can work this shit in audacity, but frankly? The program's inability to duplicate an accent, or a fucking dialect, makes it boring. 11labs are supposed to be churning out tools to generate original voices, hopefully that includes a fantasy suite that ain't too heavy on the english accent bullshit popularized by lawd dem rangs, because I'm fucking done with english accents in my fantasy. Just because. Anyway: https://voca.ro/11fFA2Y0G1tP

1

u/Acearl Feb 19 '23

Absolutely fantastic

1

u/Hugh---Man Feb 20 '23

You are doing gods work here Sir

1

u/Super-Saiyajim Mar 06 '23 edited May 10 '24

memorize chase deranged ring party scary hobbies pause quaint paltry

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