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Clint
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Morrowind Voiced Greetings

[RELZ] Morrowind Voiced Dialogue

For more info and download link, see this thread.

First release consists of "Hellos" and "Combat" Dialogue.

Progress [8-22-2011]:

  •      Argonian       100%
  •      Breton          100%
  •      Dark Elf        100%   
  •      High Elf        100%
  •      Imperial        100%
  •      Khajiit              0%
  •      Nord                0%
  •      Orc              100%
  •      Redguard         0%
  •      Wood Elf      100%

Extra Dialogue Added:

  •      Ordinator
  •      Almalexia

Note:

The red signifies where I have made changes to the .esm. If you're helping Sot with the Main Quest dialogue, please don't make changes to the circled quests on the left. If you have to make changes to those quests, then please don't make changes to the circled tabs on the top when you're inside that quest.

Edited by: morroblivion-admin on 01/27/2014 - 18:09
Dave B
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#1
Someone that called himself "me" sent me all the voice files from Morrowind. I have posted "Voiced Dialog" as a request on my Help Requested page.
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#2

All right, thanks, I'll look into that.

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#3

* Voiced Dialog. I received an upload of 168 voice files from Morrowind. These need to be placed into the game in the appropriate places to take advantage of the Morrowind voices.

Which folders do I need to make to start moving these audio files? I don't need step-by-step instructions, a general idea will do. I've looked around UESP but I can't find any info on this.

Thanks

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#4
This needs to be exact or they will not play. The folder needs to have the same name as the mod: \data\sound\voices\Morrowind_ob.esm ... ("Morrowind_ob.esm" is the name of the folder) I do not know what subfolders inside this are needed/required/optional. Follow the example of others. You will then need to find the line of dialog in the CS, and tell it which voice file to play. To lip-sync them, you will need to use an older version of the CS because the newer versions broke this ability, and Bethesda never bothered to fix. If you are going to do this, then I will upload the voice files so you can grab them. I have not done so for general download because everybody will download them thinking they will work, but they will not work until somebody tells the game where they are and when to play them.
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#5

If no one is working/wants to work on this, I'll take a stab at it. Unfortunately my free time is extremely limited, so I can't promise fast progress. But I will keep you guys up to date.

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#6

Updated 3-25-2011

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#7

I've run into a problem after I gave voiced dialogue to Socucius Ergalla. When you approach him it goes like:

"Ah, yes we've been expecting you. You'll have to be recorded before you're officially released."

[popup window comes up prompting the player to choose birthsign.]

Now here's the problem. While in you're in the prompt choosing a birthsign, it's as if the dialogue is still going on. If you choose a birthsign really fast, then in the next dialogue, he's almost finished what he's supposed to say. How fast you choose birthsign, results in how much audio will play following that. Get done fast, more audio plays. Get done a couple seconds later, only a sliver of audio plays.

Now if you take a while choosing the birth sign, giving him enough time to run through the next dialogue completely, when you do finally accept your birthsign and proceed to the next dialogue, all is well: it plays the whole dialogue from start to finish. It's like it resets itself.

The same problem comes up when you choose your class.

I'm not sure what the problem is. I don't think it's Ely's silent mod. I tried with the plugin in and out, and this changes nothing.

I'm not sure if the game is supposed to "pause" or something while you're in the prompts? Maybe that's the problem? I'm just guessing at this point.

Again, it's not a big deal, as most players will take at least 10 seconds to choose their birthsign and class, which after this time frame, resets the dialogue and the whole audio clip will play and the player won't be aware of the problem.

Just thought I'd let you know.

 

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#8

Updated 3-26-2011

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#9

Wait a second; are  actually recording sounds for the main quest?

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#10

I am not recording anything right now. I'm currently using audio files from TES3 and putting them into Morroblivion. This includes making the lip files and editing the audio files and topics when necessary.

Is there a way to make a poll on this site? Because from here, I can go a few routes:

Option 1: Incorporate as much of the original TES3 audio into Morroblivion as possible.

Option 2: Record audio and incorporate it into Morroblivion's quests, probably starting with main quest.

Again, I plan on doing both, but which would players like to see first?

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#11

I think unless you are a professional voice actor with a wide range of styles and a professional recording studio, you should focus on option one and skip option two.  :)

Even if you are a professional voice actor, you should probably focus on option one first anyway.  Also, there are some videos that get played in the middle and at the end of the game.  I'm not sure if these have been integrated, except in the case of the MW intro video, which is built into my CAT mod.

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#12

Option 1 it is! :)

As far as the videos go, I have no idea how to incorporate those. Sounds like scripting to me, which I've never done.

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#13

Yeah playing video is done with scripting.  It's actually not that hard.  I can incorporate it in the future pretty easily...

 

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#14

Yeah, Thermador, if you could incorporate those videos, I and many others would appreciate it a lot.

I think it's only a few videos right? Not including expansions of course.

By the way, I used your CAT mod to play the beginning Morrowind video. Nice work :)

 

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#15

OK, I sent David a mod that adds the other two videos at the appropriate locations, so all of the morrowind videos are handled now (as long as people use my CAT mod for the intro video anyway)...

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#16

Awesome, Thermador, sounds good. I'll continue working on incorporating the TES3 audio into Morroblivion.

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#17
Voiced Dialog from Morrowind have been included in v027. OMG! I can't believe how Wonderful this is!!!
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#18

Thanks :)

Well, back to the ole salt mine, eh?

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#19

I still only get voiced dialog in the turorial, after that everyone is quiet. May it have something to do with me installing Ely's Silent Voice?  I have installed the Morrowind_ob.esm Version v027

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#20

It is because they are only linking the voice files already exist in Morrowind. And Morrowind did not use any voice except for tutorial and fighting yells. robertneville77 has a project of recording the voices but has not done anything yet.

 

Note: This is a personal answer, not an offical one. Any fault in this answer is my problem, not morroblivion teams'.

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#21
Darth, there is no "Official" answer to things. Your answers are fine; you don't need to qualify them.
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#22

:D:D:D Fear not, I am not nervous or something, it feels cooler to be burocratic, it may be lame but, it's good for preventing any problem ;)

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#23

This is really great, thanks for putting the time in Robert.
I would like to mention that I do know a guy with a pretty nice recording studio and a pretty good vocal range. He also lives in Portland[OR], where a craigslist post asking for local talent to work for sandwiches will probably get hundreds of responses. I'm not guaranteeing that he would jump on this project, but he does like to obsess over complicated projects in general, so if you guys want to try putting in some fresh voices we could run it by him.

Just a thought =)

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#24

I presume your friend will ask for money(a lot of money for voice artists), which I don't think anyone of us can afford.

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#25

I don't know why everybody thinks they need a super good professional recording studio?

When I was working with Silgrad tower, pretty much anybody could volunteer to voice act. It was just mostly use common sense (don't have background noise) and follow a few guidelines when you record your audio (sound convincing and be soft with your p's and t's else you get popping issues).

You just need convincing voice acting and an ok mic. Ok, it can't be crappy, but it doesn't have to be a $400 recording studio mic. Heck, I'm using my iPhone's heahphone mic and it works pretty good. Think about it, you're going to have music and sound effects in the background, so that will "soak up" any small inefficiencies in recording.

We have a template to follow and we know what the different races should sound like. I really don't think we would have much of a problem making our own custom audio.

But I'll get in most of the original MW audio first, and then we'll decide when we get there.

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#26

No darth, that's why I specified "work for sandwiches". The Portland area is overly saturated with talented people, and I'm pretty sure Mookie would be willing to trade me for his time spent on this. That's kind of how we work, and he's been wanting me to make him a jacket, but like I said I haven't run it by him yet. I wouldn't have suggested it if it was going to require money. 


I don't see a problem with a variety of people offering their voices, but I think before they put a whole bunch of work into recording hours worth of dialogue they should probably submit a sample.  There isn't always music and sound effects in the background, especially if whoever is playing has turned those down. 

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#27

Lol, can confirm on the portland issue hehe.

There are a lot of mods out there that have voiced dialogue that, while is a good effort, was recorded with a $20 webcam and sounds terrible.  Sure, most of the lines don't need much acting talent, but they do need reasonably high quality recordings that don't have popps, breaths, and (especially) clipping.  Then the recordings would need to be normalized, compressed, and filtered so that they mesh with the existing morrowind/oblivion recordings.  We would also need several different actors to do the voices, rather than one person trying to do all of them. 

No matter how it's done, would be a huge project, so there's no point in doing a half-arsed job on it - if we're going to do it anyway, it should be done right the first time.

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#28

@Henshu

I absolutely agree with everything you said.

Thanks, I'll keep that offer in mind. Keep them sandwiches ready :)

@Thermador

I also agree 100% with you. If we record and use our own voiced dialogue, it better sound pretty damn close/similar to the original MW voices and better be somewhat high quality. As you said, if we choose to make and use our own dialgue, we cannot do a half-@$$ job on it. I also realize how big a project this is by itself.

I keep bringing this subject up because most players want topics (quests and greetings) to be voiced. But MW barely has audio for topics. 95% of MW's audio is NOT topic but rather conversation (realtime audio, like when you pass by an NPC and he says something).

So in a nutshell:

*Morroblivion has conversation and topics.

*Morroblivion uses Oblivion conversation, but at least there's audio there

*Morroblivion topics are not voiced at all

*Players are most likely to be aware of voiceless dialogue rather than voiced Oblivion conversation

-> Thus I believe we should focus on getting topics voiced rather than messing with Oblivion's conversation.

What do others think?

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#29
I just thought I'd mention that there are 52,158 lines of dialog in Morrowind_ob.esm.
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#30

Uh, thanks for the encouragement?

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#31

I think David's point is that Morrowind is by far a more wordy game than Oblivion, because they knew they didn't have to voice all of that dialogue... the size of this project it is something to consider, especially since there are other, probably more important issues to address (such as pathgridding and quests in the expansions).

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#32

@David Budreck

I was just being sarcastic, in a nice way :)

@Thermador

Oh yeah, I definitely agree with you on that. Personally I really don't see the big deal about voiced dialogue in general. Don't get me wrong, it's a nice feature, but I never missed it a lot, even going from Oblivion to Morroblivion or TES3:Morrowind. I guess my mind kinda makes up the voices for me, kinda like when you read a book.

But then again, if Morroblivion players want voice acting, I'll see what I can do.

Working on the expansions is something I've really considered since I've noticed that there are floating waterfalls in Mournhold :) 

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#33

I totally believe it can be done, but also I believe it should be done after anything else is done.

 

I think we should divide this to races. For example: person x should choose man male, person y mer male, person z beast male, person r man female, person s mer female, person t beast female.

 

Still finding women for voice acting will be tough. It is not easy to understande, but I get the image of we are all males.(except for Queen of Ashlands.)

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#34

@Darth South

"Still finding women for voice acting will be tough. It is not easy to understande, but I get the image of we are all males.(except for Queen of Ashlands.)"

Haha, yeah, I was wondering about that. I was thinking to myself earlier, who the heck is going to do female voices? I'm pretty sure we're all guys here, and I'm not going to lose my man-card trying :)

I'm going to do some trial recordings and then I'll let you guys know my status soon.

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#35

Haha! Henshu fools them all again with her manly nerdiness! XD

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#36

@Henshu

Yeah, I was kinda wondering if you were gay or a girl. That making a coat for a guy kept bugging me, haha

On a side note, Audacity is a sweet program :) Figured out how to remove that "noisy silence" that plagues most recordings.

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#37

If its need ill be more than happy to Try to record some of the voices. I would perfer to do people that have a crazy, kookie and foreigners aksent!

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#38

@boneswiss

Awesome man! I'm pretty busy during the week, so I won't be able to get back with you until Friday or Saturday.

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#39

By the way I am a Turk stuck between American and British accents, if you need me I am here as well.

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#40

Thanks Darth South, I'll keep you in mind sir!

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#41

Im from Norway btw, but i can get a clear englishish accent. I may formulated the sentence a little strange, but it seemed you understood what i ment it.

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#42

I've updated the silt strider caravaner dialogue and voices. Please test and give me feedback.

http://www.mediafire.com/file/rejd69f4e3d5l0b/Transport%20Voice%20Files%20%26%20Esp.zip

Again, this is only voices for silt strider caravaners. This doesn't include boat people or Mage's guild transport.

NOTE: One thing I would like to get around is that every silt strider caravaner -- and maybe even every transport NPC -- all of them have the same greeting. How can I make it so that each transport NPC has their own custom greeting? Just like they have their own custom topics?

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#43

First of all hello robertneville, I have few suggestion about the tutorial:

1-Is it possible that you can add the answer of you name when Jiub asks it?
2- I think it  would be better if you freeze(trevent movement) till the guard comes.
3-Can you add the answr to the guard who asks where you come from(I mean the answer should become Morrowind if you're a Dark Elf, or Valenwood if you're Wood Elf. I don'T think telling you are coming from Imperail City Prisons is the right answer, as guard is asking your race(at least he was doing it on Morrowind)). And if it's not you can add all the name of the countries. In the end, Tamriel is a globalized continent. It is not unusual for a Khajit to be coming from High Rock.

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#44

@Darth South

I don't know much about any of this. I'll look into it, but does anyone know if this is possible?

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#45

Well, you could make the dialogue options similar to those in morrowind. The original dialogue was to define your character, but oviously Oblivion does character development very differently. There is a way to bring up a box for you to enter text in, and we know it's possible to disable movement, as it happens frequently in Oblivion.

In original Morrowind, your control options were limited to movement or opening the main menu, until you finished character creation. This meant you could not attack, raise your fists, or open the inventory window. If we can figure out how to disable all of those, then yeah, it would be neat to restore the original system. 

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#46
Realize that Morrowind's Wonderful Character Generation is why I never played Morrowind :-P
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#47

Quote:

the size of this project it is something to consider, especially since there are other, probably more important issues to address (such as pathgridding and quests in the expansions).

You're assuming, however, that there's an overlap in people who would handle the pathgridding & quests and the people who would handle the voice acting. Shit, I'm a decent voice actor with some good equipment, but I don't know much about actually modding the game.

However if you are talking about the size of the project, it's pretty much like everything else with a huge size: Partitioning.
Divide the project up in smaller bits, starting out with the races. Once you've assigned ~1/8 of the lines, start dividing up the topics based on area specific vs not area specific. Then start doing the areas piece by piece a la Oblivion's Unique Landscapes project.

But as said before, first you'd need decent voices. I'd say it's worth opening up some auditions on The Voice Acting Club or something and see if it yields any results.

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#48

I agree with you TheBastard (haha, I like saying that). I will hold auditions when the time comes, but right now I'm working on implementing Morrowind's Conversation into Morroblivion's. Yes, I know this contradicts what I said before, but this is a more realistic plan and shouldn't take as long. Also, this will keep with the old feel of Morrowind, since it will be MW voices. But I don't know how people will like non-MW voices for quests. Some people -- probably the hardcore MW people -- might prefer text to spoken dialogue.

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#49

Those people have two options:
1. Turn the volume slider for speech all the way down to zero, and everyone will be mute once more.
2. Playing Morrowind with the Morrowind Overhaul Project.

Besides, the Morrowind purists would probably prefer the text boxes with heaping chunks of text to the single-sentence subtitles of Oblivion, really. That's a bigger departure than the inclusion of more voices.

That said, in my opinion you should indeed import the current Morrowind voices into Morroblivion, not just because then you'd have to original voices in there, but also because getting a large subproject like this (Imma dub it Voices From Vvardenfell) started takes quite some time.

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#50

Updated 7-9-2011

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