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Oblivion voice problems


stelythe1

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:wallbash: I have a great problem with the voices... The kajiits and argonians have no voice...It's so nasty to play like this! I can't see what quest Ocheeva gives to me because the text is too fast...And, the worst problem, I can't hear that argonian saying "...powdered deer penis...". :( :( o_O :ohmy: TAMRIEL IS DOOMED! Can someone find an answer please??? Thanx! :thanks: :thumbsup:
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In my game also some voices are missing (can't say thats only Argonian and Khajit), that bothers me not so much. The problem ist without the voices the text is gone within two seconds.

 

I use the german Oblivion (D2D patched, without Shivering Isles) on a pc with Vista.

 

Oblivion Mod Manager loads:

 

Oblivion.esm

AWS-Core.es,

Kvatch Rebuilt.esm

All+5AttributeModifiers.esp

MidasSpells.esp

Encumbrance100.esp

tkHairpack01.esp

Slof's Boners!.esp

Slof's Sexy Anims.esp

Kvatch Rebuilt.esp

Circ Vamp Aesthetics.esp

Slof's Beefcake Armors.esp

SupremeMagicka.esp

SM_Scrolls.esp

SM_EnchantStaff.esp

SM_UnlockSpells.esp

Robert Male Rogue Outfits.esp

BisPainbringerMale.esp

Robert Sorcerer.esp

Caelia Draconis - No Grapes.esp

emperorface.esp

StokerWolff.esp

MaleBodyReplacerV4.esp

 

The conflict detector of the "Oblivion Mod Manager" only shows me conflicts between MaleBodyReplacer and Hairpack and between Supreme Magicka and SM_Scrolls ( O.o ).

 

If there is anything wrong with load order or if there is another mod who fix the text problem. :biggrin:

 

:thanks: anyway for reading this and happy easter. ^^°

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

.................

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Thank you, I have sorted the mods new. But still I got no Sound. Searching the internet I found this LINK an article that describes the problem as an problem between english mods and oblivion versions in other languages. Since english is not my mother tongue I am not sure if I fully understood the text.

 

Is it possible to change my oblivion in an english version? I tried but I cannot find the mod which supresses the voices. I guess if my oblivion would be english the voices would not be supressed by my mods. Although that seems not like the perfect solution. :rolleyes:

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Is it possible to change my oblivion in an english version?

 

It would probably be more feasible to change your mods to match your Oblivion's language version. You'd have to use the CS and translate it though. I certainly could not help since I can't speak German.

 

Something else that may cause the problem, if not the differing language versions, is a mod which alters the races (race or cosmetic for example). If the default voice choices for the argonian or khajiit somehow was changed to something else that could cause the problem even if the language versions matched.

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  • 2 weeks later...

Any mods from another language? those will often mess with things.

Kinds of mods I've found will take out npc voices:

Script-based mods (Sexlivion is a definite)

Mods that change animations, especially facial (not sword anims that will do nothing) (I recently figured out Colourwheel's sexy walk facial expressions are taking out MANY of my voice files)

Sometimes new sound files, especially voice files

Quest mods will sometimes take out greetings

 

For anyone having this problem, a reprise is to Download Elys Universal Silent Voice

http://tesnexus.com/downloads/file.php?id=16622

This will help for many quest mods which do not include sound, too.

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