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lazloarcadia

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Nexus Mods Profile

About lazloarcadia

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    United States
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    Fallout 4 / Elder Scrolls Online
  • Favourite Game
    A modded Fallout 4

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  1. I've always been surprised that the Railroad would allow Piper anywhere near them even as your companion. Further Decon even has some dialog stating that Piper isn't welcome near their secrets. So why not have a mod that if you show up with her, you get blocked at the door with the guard saying, "No way is she allowed in here." Perhaps the fast travel marker to the RR would simply reroute you back to the tunnels at the point where you would have gone inside HQ for the first time only to be told "No way, get out!" As for Decon's quests, such as when doing the Switchboard mission, he might have felt the same way. On the other hand he might not have cared as that site was already burnt to start with.
  2. Thank you thank you!! I've waited years for this! I also noticed where you added my name to the credits on the mod. Thank you. That was really nice.
  3. So for a long time I've had an idea for customizing the different FO4 factions for specific weapons and armors to make them more distinct and more modern looking. But I've no idea where to even start with this. To be fair I've never created any mods beyond a few very simple BAT files. So what would be a good learning resource for this? YouTube vids and similar resource suggestions would really help me with getting started. In the end I'm looking to add specific weapons and armor sets that already exist on the Nexus so that: The Institute are using HALO style armor (but no power armor) and are the only faction that have access to energy weapons.The BOS are (virtually) the only ones with Power Armor and have advanced ballistic weapons.Gunners are "modern tactical". ETCSecondly i'm interested creating a quest trigger which allows the minutemen to upgrade their gear from "basic" to "modern" once the Castle is reclaimed. After all, they make a big deal about recovering the armory that I thought they should get something nice from it aside from just the artillery. I'm ok with the idea that I might have to break this down into several smaller mods specific to each faction, and later merge them into an "All In One" or FOMOD, or something. Any starting tips on where to begin with this is SUPER appreciated. Thank you for your support!!
  4. Yeah, not a bad option, but honestly I was thinking of something a bit stronger. Let me give an example, the Broadsider. This weapon makes literally no sense to be lugging around such a canon unless you are doing so in PA. Yeah you are a big strong guy...but you are a human being (supposedly at least) and hauling such a weapon around is ridiculous. In PA? Yeah, you are a walking tank. Anyway, thus the request about the keyword thing.
  5. You have ChatGPT running in the background, while the game is running in the foreground so that your game basically "sits on top of" ChatGPT. Thus ChatGPT can "see" the application as it is running. That was my understanding from that video at least.
  6. How do you flag a heavy weapon to only be usable in Power Armor? I'm thinking keyword? Simply increasing the weight to ridiculous levels (like 40 lbs) is an underwhelming solution. I'm looking for a reason to actually wear PA and have them be able to do something special that you can't do without them, like using heavy weapons. Any suggestions are welcome.
  7. I just seen this video show casing the power of Inworld to dynamically add character voices to NPCs. Here is the link to the example video. In it the player is able to walk up to an NPC and have (what appear to be) fully dynamic / non-scripted conversations. I've not seen this particular application of AI voicing previously, as so far most the AI tools have simply focused on taking the text versions of NPC dialog tree options and adding voice files to them. This is something else entirely as it allows you to have a CUSTOM and organic conversation with the NPC (at least that is what the video example seems to imply). Honestly it makes me excited for the possible application of other video games such as World of Warcraft. Most of their earlier quests were all text driven (you'd get a pop up window with NPC dialog), but as the game developed more cut scenes and such were used. The big response to why they have not gone back and voiced those earlier text responses has generally been one of a concern regarding the time and money it would take to do so. With AI applications however, that T&M constraint could become negligible and possibly allow for a massive update to bring WoW up to current voiced standards of games like Elder Scrolls Online (ESO) where every NPC (or at least the ones you interact with significantly) is voiced. Of course whether or not WoW should do so will be a matter of debate and personal preferrence. Rather I'm thinking of it from the stand point of how these tools can be used and the impact it would have on game development and turn around time.
  8. I'm willing to bet that if this issue is really pushed, companies like Bethesda and Microsoft will most likely take the stance that once they own the rights to any given asset it is theirs to do with as they please. Including allowing the modding community to modify (or expand on it) as they choose. This IS effectively their stand point on it currently which is why we are able to create mods that expand the game world and story arcs today. As such I seeing no reason for them to change that stand point now with some of the VA's getting upset. In fact, if anything I expect they will simply no longer work with VA that make a big fuss about it. Once the VA have signed the contract, delivered the required files and been paid by the producing company, the company now OWNS that asset (the voice file). As such the VA no longer have claim (creative, legal or otherwise) on how the companies choses to distribute it (unless specifically spelled out in their original contract). For example, if Bethesda wanted to only offer their game on steam, vs Amazon that is a company decision about distribution. In the same vein if Bethesda later came back and release an Anniversary Edition update for Fallout 4 with a new DLC from previously unreleased content and voice lines. They are not going back to the original content creators (VA or otherwise) and offer them additional compensation. On the other points that have been raised that mods are created for free, and AI content can't be copy right protected, I 100% agree. Free mods can't truly be said to jeopardize someone's income potential.
  9. Something occurred to me about this topic just today. Yes many voice actors are understandably concerned, upset, etc about the prospects of how AI voiced content can effect them, however if we stop for a second we'll see that the group that is really impacted by this are the current up and coming stars. Older actors that already have a ton of movies, voice acting, etc are largely not effected by this trend in the same way, and in fact they stand to profit hugely from it. Consider for a moment if you have a well known actress like Sigourney Weaver (SW). She has been acting for decades, and let's hypothetically say she is enjoying a semi-retirement. So now she is looking for a way to not have to take on long term projects. She could go work for a couple of weeks creating voice lines, and then hand over those lines and the rights to them. In a fashion not unlike what happens now, those voice lines become the intellectual property of the studio that produces the game or movie. Next, the AI goes to work on the few hundred voiced lines SW has produced and turns those into several thousands. SW gets paid, and has been given full disclosure on how those voiced lines will be used. Does she really CARE that the AI will use the material to generate new content? No, because she is nearing the end of her career anyway. In fact if anything, this new AI content guarantees her voice acting will survive for decades to come. A second income stream for these more tenured actors, or the studios that own the rights to their previously created content, would be to leverage the existing movies, etc that actors have done in years past to create new voice files from that old content. You could (for example) have a documentary made of JFK and have his (AI re-created) voice featured in the movie. So far we have really only discussed how the Voice Actors feel threatened by this new technology, but the ways in which it can really improve on not only the gaming industry, but also the movie industry, is really unmatched.
  10. Is there a layman's (and MUCH shorter) synopsis of this? After about 3 pages deep into it seems to be more of a debate piece than any real guidance being offered, except to say that you can't copy right protect materials that are 100% AI generated (such as asking the AI to write a paper or create an original painting). I will however admit that the article is interesting because it is the beginnings of an attempt to regulate AI created content. Such legislative efforts will certainly become more relevant in the days ahead as the use of AI created content becomes even more mainstream and easier to use by the average layman. Honestly my question is not if legislation will be forth coming, but if it will be able to keep up with the speed at which AI is developing...which I HIGHLY doubt. As for the concerns that the voice actors guild will simply boycott projects and studios which are using AI technology for the creation of voice files, I think that would simply bite the VA's hard in the ass if they opt to do so. AI technology in this particular space is still in it's infancy. As it grows, and likely grows VERY quickly, it will soon out pace the ability of human VA's to keep up with it. As this happens, the AI will very likely show itself to be able to create such content much faster and cleaner (needing less editing / auditing) than the human counterparts. You say the VA's guild will be mad? I say AI tech has the very real ability to utterly disrupt that industry, not unlike the way it can (and already is) disrupting so many others.
  11. I'm looking for the spawn id for a water pump and a bed. I'm making a BAT file which will spawn in some basic settlement items that I can drop anywhere and then use a little techno-magic to place them. Sorta helpful for when you find that cool little niche' area that you would like to use as a base camp, but don't want or need a fulll settlement. Anyway, the two items I'm still missing are a water pump and a bed (not a sleeping bag or matress on the grround). Feel free to correct my syntax if any of the below are incorrect. Thank you! so far I've found the following (and yes they work as expected): player.placeatme 001487C1 ;chem stationplayer.placeatme 0017E787 ;weapon stationplayer.placeatme 0012EA9B ;armor stationplayer.placeatme 000C79B4 ;cooking stationplayer.placeatme 00157FEB ;power armor stationplayer.placeatme ;bedplayer.placeatme ;water pump
  12. Thank you, I appreciate it. This is an issue that has the potential to disrupt our modding community, so having a clear path forward is really significant at this point. Personally I'd rather have Bethesda tell us no, than simply leave us hanging on this one.
  13. So I'm looking for a good contact point for Bethesda to open a line of dialog with them about their stand point on the use of AI tools to create additional voiced dialog. Currently there seems to be a large concern within our modding community about the possible repercussions if a voice actor comes back and demands AI created content to be removed. My stand point is simple: Bethesda has given us permission to create free mods, and to use in-game assets in the creation of such. So let's not needlessly argue or debate this among ourselves and get no where with it. Let's go to the source: Bethesda. They own it. They own the copy rights, etc etc. So if they are cool with these new tools, or alternately if they hate the idea and want to ban them from modding, that should be the end of the debate either way and we can get on with our lives with a better understanding of how far we can push modded content. That said, does anyone have a good contact point with Bethesda's team who could speak directly to this issue?
  14. My understanding, and it is far from perfect in this case, is that Courtney Taylor voiced the character "Jack" in Mass Effect. It was from those files that the Mass Effect mod was created. It was a free mod based on in-game assets and only used for that game. Mass Effect is owned by Bioware / Microsoft who allow the creation of free mods based on their in-game assets. The voice lines from Fallout 4 fall into the same category. She voiced the female sole survivor, and those files became game assets owned by Bethesda. The two mods are 100% separate. As for ProfMajkowski removing the AI generated custom voice lines from his mod, you are 100% correct. He was not asked to do it, nor legally threatened in some way. Rather he felt it was a respectful thing to do because he realized Courtney was uncomfortable with the whole idea of an AI being able to mimic her talents. That was his decision, and one which I completely support.
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