Jump to content

Photo

Need an honest opinion on a radio mod idea

nexus lore friendly radio mod radio

  • Please log in to reply
26 replies to this topic

#1
ThermalTakeAorus

ThermalTakeAorus

    Newbie

  • Members
  • Pip
  • 19 posts

Well, I had this idea for a radio station with a news anchor that not only plays music & puts a new spin on your actions during vanilla quests, but also reports on your progress on popular lore-friendly quest mods and companion mods. Maybe even fully-voiced interviews with popular companions. 

 

Did you survive Vault 1080? Did you decide to hire Duke & Armstrong? Did you make contact with the Enclave in America Rising? Wanna hear a whacky interview between the news anchor of Nexus Radio and The Storyteller? Do you want to hear reports of your sweet new APC driving all across the commonwealth? Well, tune in to Nexus Radio! 

 

Also had the idea of making this mod a quest mod, too. Not entirely sure how I want the quest to play out. But I already have the News Anchor's background story worked out.  

 

The only obvious problems that I have are the following:

 

1.) I don't have a script yet. Its just a really awesome idea at this stage. Really holding off on writing it because of the other problems listed below.

2.) I'm sadly not a modder. So I would have to reach out to mod authors who feel like this mod idea is worth there time. All I can do is provide a script and voice the news anchor (until a better voice actor can be found).

3.) Getting permission from the mod authors to mention their mods in this mod. 

4.) Getting the amazing voice talents who have voiced some of the most popular companion mods and quest mods here on the site to record lines for proposed interviews. 

 

What do you guys think? Too ambitious to even attempt? Possible in the hands of the right mod authors?



#2
audiodef

audiodef

    Sofia's Bane

  • Supporter
  • PipPipPip
  • 711 posts

Ooh, I really like this idea. I'd like to help out with two things: script writing and audio. I'm not a voice actor, but I have a small project studio and I could get friends to record voices for the script.

 

I have barely gotten my feet wet with making mods - and that was with loading screens - but I could think about helping you actually create the mod as well.

 

Let me know via PM if you proceed on this. This would be totally awesome.

 

P.S. Also please make sure this mod ends up subtitled if you do it. Another thing I could help you figure out, especially since I have a vague idea for a subtitle overhaul mod anyway. Things are missing in the vanilla game here and there.


Edited by audiodef, 05 June 2018 - 04:37 PM.


#3
pra

pra

    Resident poster

  • Premium Member
  • 2,803 posts
Voice acting is the main problem here imo. This whole idea hangs on that.

The rest is peanuts imo. Even though I never looked into radio scripting, I don't think it should be too difficult.

#4
SKK50

SKK50

    Institutum delenda est

  • Premium Member
  • 5,815 posts

As above, the radio part is simple just copy Diamond City radio assets and scripts with some new state variables to trigger radio scenes (if modX is installed set modXvariable to 1, only play RadioSceneX if modXvariable is 1). The actual pain is recording and importing voice audio tracks.



#5
Thuggysmurf

Thuggysmurf

    Resident poster

  • Premium Member
  • 3,427 posts

This is ambitious, but I love the idea.  Willing to help with Creation Kit implementation if you write the voiced dialogue/interviews and find appropriate music for the station to play in between interviews.

 

For interviews with vanilla NPC's, you can use a tool like Lazy Voice Finder to rearrange vanilla dialogue into an interview Q&A format (quoting NPC's out-of-context can be pretty funny sometimes):

https://www.nexusmod...ut4/mods/24309/

 

Can't speak for other quest mods, but if you want some of the voice actors from Fusion City Rising or Outcasts & Remnants to voice a part, might be able to arrange that.



#6
audiodef

audiodef

    Sofia's Bane

  • Supporter
  • PipPipPip
  • 711 posts

I've been thinking more about this, and I was wondering if maybe this could be in the form of news items inserted into vanilla radio stations.

 

I am officially volunteering to do recording and to be the news DJ/anchorman. I think this would be fun.



#7
tomomi1922

tomomi1922

    Faithful poster

  • Supporter
  • PipPipPipPip
  • 2,298 posts

I always wonder, how interactive radio stations are?  Can we literately have a station narrating the world events changing based entirely on player's progress in the main/sub quests?  How limited is it?  I know video is extremely limited, so not many mods make use of the TV.

I feel there is good opportunity to exploit the radio feature in FO4 to be more than just a radio to listen to. 



#8
SKK50

SKK50

    Institutum delenda est

  • Premium Member
  • 5,815 posts
If its a quest stage completed, that can be remotely detected and commented on, as can visiting locations, unlocking workshops, using weapons, fighting particular factions ... all doable events without hacking any base game scripts.

#9
pra

pra

    Resident poster

  • Premium Member
  • 2,803 posts
Another issue might be that you'd have to download tons of sound files, most of which you probably won't ever hear, because you lack the mods.

But, most probably wont care.


@SKK: can a radio detect if a mod is loaded directly? You probably could make a quest for each supported mod, but that sounds like more work.

I imagine a housekeeping quest which would run each time the game is loaded, check whenever the various plugins exist, and set some globals or properties or quest stages accordingly.

#10
SKK50

SKK50

    Institutum delenda est

  • Premium Member
  • 5,815 posts

@pra its not the radio doing any detection, it would be a quest script that is registered for a tonne of events. Based on those event notifications it sets flags to enable/disable radio playlist scenes, or even force a time critical one. It would work like this:

 

Quest script registers RegisterForPlayerSleep

Quest script receives an OnPlayerSleepStop event

Quest script sets a variable flag PlayerhasJustWokenUp

Radio playlist function has PlayerhasJustWokenUp at the top of its validation stack so when the last scene/track ends, next it plays "Gooood morning vieeeeet naaaaaam" and resets the PlayerhasJustWokenUp flag.

 

Replace sleep with any of the 136 standard events listed here. plus custom events from the WorkshopParent, CompanionAffinity script and a stack of other sources like Game.IsPluginInstalled("SKKAwesomeMod.esp")

 

If you are interested in the dynamic radio scene mechanics look at RadioDiamondCityQuestScript.psc and RadioDiamondCity quest as a framework.

 

EDIT: "I love the smell of napalm radiation in the morning ..." may be more appropriate.


Edited by SKK50, 08 June 2018 - 09:57 AM.






Also tagged with one or more of these keywords: nexus, lore friendly, radio mod, radio

IPB skins by Skinbox
Page loaded in: 1.050 seconds