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shoujoq

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Everything posted by shoujoq

  1. So I'm having a problem with the original Mr Handies from Graygarden - they just idle outside the greenhouse, even when assigned to tasks inside (the tasks still get done). Automatrons built manually at the Robot Workbench do not have this issue and correctly go to their assigned farming tasks. This is what it looks like: https://puu.sh/xLNTz/14e01b4cb0.jpg Does anyone know what's going on here? This is my current load order: https://pastebin.com/NMuaDKBq I've tried demolishing the entire existing Greenhouse and building a new one (the screenshot is from before that) - it does not solve the problem.
  2. I do listen - you didn't say that you couldn't do it with an .esp before, only that you don't have to.
  3. Okay, so I managed to get all the dialogue spoken in Japanese audio, but I would still like to know how to do this through .esp modding in FO4Edit, so any advice on this is welcomed.
  4. I guess as a supplementary question, I would like to know which Fallout 4 data files have voice lines in them besides the ones I already identified (Fallout4 - Voices.ba2, DLCCoast - Voices_en.ba2, DLCNukaWorld - Voices_en.ba2, DLCRobot - Voices_en.ba2 and DLCworkshop03 - Voices_en.ba2), because clearly there are some other files with voice data in them, or I wouldn't have some English voice lines still in the game (as noted above) after replacing these files with their Japanese versions.
  5. I already did that and while most of the lines it worked for, when I ran into Ada at the start of the Automatron quest, she was speaking English (and I was speaking English to her), even though DLCRobot - Voices was one of the files I replaced. Codsworth's address of the player by name also remained in English. Also, using an .esp rather than replacing files altogether seems more efficient than keeping separate backups of each language's files, especially if the game is to update in future and/or has its files checked by Steam.
  6. So I want to use FO4Edit to make a mod that replaces the game's default voice ba2 files with the voice ba2 files from a different language version of the game. There is already a mod that does this for certain characters, so I know it's possible (though it doesn't seem to use an esp), but I want to make one for ALL of the voices in the game (which doesn't exist, as far as I know). My question is this: where in the esm/esp files is the location of the voice file defined, so that I can override it in my mod? I had a look around myself, but with my limited knowledge I wasn't able to find it.
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