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Adding voice effect of a PA helmet to other closed face helmets!


ArinBane

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I was trying to find what what effect it was on power armor helmet that changes the voice to that like a radio comms or something,
but since I am new to modding I am not very good at using FO4Edit , and I haven't been able to find the thing.
Would be really nice if somone could add that effect to closed faced helmets like:
Red Flight Helmet
Yellow Flight Helmet
Gas Masks
Synth Closed Helmet
and so on

or at least to Flight Helmets,

or if anyone knows which thing does affect the voice change let me know,

thank you in advance

 

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I wondered why they didn't have this in the base game already. I'd like to see this in the game aswell, but weither its possible without G.E.C.K, I wouldn't know.

I am not sure either why it's not in vanilla game , and when is the geck coming out anyway , they should have had it ready before launch , their excuse was I think that they didn't release it at launch because they wanted to see if the game is gonna be popular enough for the geck to be released , pff

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  • 1 year later...

@bazinga313 & OP

Howdy!

There are a few mods which already exist which you might enjoy -

Power Armor Voice 4 a, g, v and z by LinuX123 <---- this is the mod you're looking for probably, it sounds awesome!

 

"Power Armor Car Alarm Audio Decoy" - this is unlisted now though is fun,

you can cycle your power armor to car alarm sounds which really decoy your opponents and aggro them,

or you can remotely self-destruct T60 or XO1 suits!

and yes, this IS compatible with the 'up to 3 power armor allies" mod...

 

perraine's approach is how quite a few other voice replacer and regionalization mods work.

It can also change how the file is played in real-time.

Say you wanted your power armor to sound like 1 thing for 100% health,

another thing for 40% health,

and for muffled stuff at 0% item health...

you could do it that way, so as 'battledamage' also makes stuff sound different.

it'd be a nested if array,

if player.armor.slot1 = >50, x,y,z file plays

else if player.armor.slot1 = <40 p,q,r,s file

else if xand player.armor.slot1 = 0, p,q,r,s + t,u,v plays (or no effect etc).

 

the "make codsworth sound borg-y"

"make danse sound borg-y"

and "over-the-top borg evil Institute synth"

are also made using those compression templates applied to the audio.

 

the other language overdub replacer mods also operate similarly.

you could use these mods to simulate a synth experiencing dynamic failure after consuming acid

"deezer's lemonade" at covenant.

or, you could make people change languages at a pseudorandom interval...

 

Hopefully this was of some use,

and I look forward to seeing what awesome mods you might come up with

(imagine, if that voice modulator was

internet-enabled, to be livestreamable and autotuned...

Hank of the Ho YTP style).

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