Fifth Edition Fantasy Voices
The natural English voice for Fifth Edition Fantasy's Dungeon Master: Kokoro-82M run on your own PC (ONNX Runtime + MisakiSharp). Turn it on in game with: fef voice on
About this mod Author’s original text
Fifth Edition Fantasy - Voices
The Dungeon Master of Fifth Edition Fantasy reads its narration aloud, and townsfolk speak their lines. This package
holds the libraries for the natural English voice: Kokoro-82M, a small
neural text-to-speech model that runs on your own PC's processor. Nothing you say or hear goes over the network.
How to use it
- Install this package with your mod manager (it brings Fifth Edition Fantasy with it).
- In game, open the console (F5) and type fef voice on - or set [Voice] Narration = true in the config.
- The first time, the mod downloads the voice model and its 54 voices from the model's own GitHub release
(about 337 MB, once, checked by SHA-256) into BepInEx/config/FifthEditionFantasy/Voices. Windows' own voice reads
aloud until it's ready.
Then every DM narration card, NPC line and townsperson's reply is spoken. The DM has its own voice (a British storyteller
by default); every NPC gets a voice of their own, the same each time.
| Command | What it does |
|---|---|
| fef voice | Status |
| fef voice on / off | Turn narration on or off |
| fef voice dm bm_fable | Change the DM's voice (fef voice list shows all 28 English voices) |
| fef voice speed 1.1 / volume 0.7 | Speed and loudness |
| fef voice test Hello there | Say something |
Other languages don't need this package: they use Windows' own voices (Settings > Time & language > Speech adds more).
Speed: on a typical gaming PC a sentence is ready in well under the time it takes to say it (about 0.4x real time on a
6-core CPU). It uses half your CPU threads, up to six, only while it's speaking.
What's inside
| File | What | Licence |
|---|---|---|
| Microsoft.ML.OnnxRuntime.dll, onnxruntime.dll, onnxruntime_providers_shared.dll, libonnxruntime.so | Microsoft ONNX Runtime 1.20.1 (Windows and Linux) | MIT |
| MisakiSharp.dll | MisakiSharp 2.2.0 by Lyrcaxis - English text to phonemes (no eSpeak) | Apache-2.0 (see licenses) |
| compat/*.dll | System.Buffers, System.Memory, System.Numerics.Vectors, System.Runtime.CompilerServices.Unsafe - only loaded if the game's runtime lacks them | MIT |
All files are the publishers' own, unchanged. Licence texts and notices are in licenses. The Kokoro model (Apache-2.0,
by hexgrad; ONNX export by thewh1teagle, MIT; training data credits: Koniwa CC BY 3.0, SIWIS CC BY 4.0) is downloaded
separately on first use.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: