Using original voice actor voices for mods?

Post » Wed Feb 15, 2017 6:21 pm

This mod called Amorous Adventures by FoxFingers has custom voice dialogue using all the vanilla voices. But how are modders able to do that? All those lines of dialogue were pre-recorded. How can they add completely new dialogue and have it be in the original actor's voice?
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Vicki Gunn
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Post » Thu Feb 16, 2017 1:54 am

Lots of copy&paste of the words from the original voice files?
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Madison Poo
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Post » Thu Feb 16, 2017 4:13 am

Or maybe unused dialog that's stored in the BSAs.

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stevie critchley
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Post » Wed Feb 15, 2017 7:04 pm

audacity is very easy to use (and free), you can splice any audio files together you want, use filters to change the pitch, cadence, background. There's filters to smooth transitions, its pretty fun, i've used it on my other mods for custom sound fx, i downloaded a bunch of public domain audio samples and made some pretty cool stuff.

eventually i'll probably use it for FO4, since the MC is voiced.

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Sian Ennis
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Post » Wed Feb 15, 2017 10:48 pm

You splice audio samples together to create new dialogue. I do audio edits for the Unofficial Patch Project and for my own mods. Doesn't seem to be a very common thing, though.
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Jake Easom
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Post » Wed Feb 15, 2017 7:35 pm

You're saying I can use a program like Audacity and take the voice dialogue of Azura from the TES3 Morrowind game and create whole new lines of voice dialogue using her voice?
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Post » Thu Feb 16, 2017 12:35 am

you need more than audacity, that's just for editing the actual audio files. You can follow these tutorials to get you started,

You should be able to add any type of custom audio files, even overwrite NPC voice files.

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Post » Wed Feb 15, 2017 6:00 pm

Firstly, I'm not sure if that'd be legal. That audio is from Morrowind, and other projects have gotten into trouble for using other games' assets.

Secondly, Azura doesn't have a lot of dialogue available to use, which limits what you can make.

Finally, Azura has a post-processing effect on her lines, which, in my experience, makes it difficult to splice audio cleanly.
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Kayla Bee
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Post » Thu Feb 16, 2017 12:45 am

Cut 'n' splice existing sound files. Extract from archive, extract wave file from fuze, edit, re-fuze, re-archive. I've done it myself. Over 300 lines. Its unbelievably tedious but possible. Your limit is the amount of dialogue recorded, there more there is of it the more you can do with it.

It'd be fine for your own use but you can't release it publically.

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Lil Miss
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Post » Wed Feb 15, 2017 11:13 pm

You should be able to get away with releasing a mod that uses Morrowind or Oblivion assets, as long as you require them to own both games. edit: and by this i mean, you couldn't release any assets publicly, you'd have to have a program that looks for the file in the default folder of whatever game you're trying to use assets for.

modifying assets requires it be something like 30% different than the original for fair use. The problems you would face wouldn't come from Bethesda, although that wouldn't be off the table, it would probably come from sites like the nexus. splicing audio from morrowind might be technically legal, but its a thin line that probably won't fly unless you have written permission from bethesda to do so.

I would just try to get a voice actor that can mimick her voice and then match up the inflections and pitch in audacity if you wanted to get crazy with it.

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oliver klosoff
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Post » Thu Feb 16, 2017 1:41 am

No, this is just for my own personal use, not for public sharing. Out of Morrowind, Oblivion and Skyrim, I like the voice used in TES 3. Thanks guys. I'll check out some tutorials.

Also, someone made Azura's voice clean and free of that effect so it should be easier to work with. Unfortunately, not very many words from the English language to work with:
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Beulah Bell
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