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Good thing I asked, I just wanted to make my job a little bit easier. I don't know how Fo4NV team managed to recreate some authentic voice lines, I assume they rallied some professional voice actors. That's not something I could do. Yes, this was actually my first plan before making this post. It seems there's no way around this, I will have to repurpose a bunch of Fo4 voice lines in addition to using xVASynth. I do study phonetics and discourse so learning this tool would be very beneficial. However, a task that would've taken me weeks, would take months now. Thanks for the help.
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What a shame, I guess this also includes Fallout 1/2 and BoS?
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I'm currently working on a mini dlc mod that reintroduces the enclave as a side faction. I'm using XDI to gain more control over the main character dialogue since he'll be silent. My problem is, I want to add professional voice acting into my npcs and I wondered if it's ok if I use voiceovers from past fallout games that I download from youtube. I won't be using the original files. Also, I'm extending my luck here, what about Fo76 voiceovers?
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I didn't even know those mods exist. Thank you! However, I'm asking for a less feature heavy mod. I just wanted the scrap junk using any workbench function and not everything else.
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I've been looking for a mod that adds a 3rd interaction to the vanilla workbenches placed all over the map. Press [spacebar] to open the scrapping menu. This would be more immersive than having to walk around with a portable scrapping bench.
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My suggestion is centered around the idea of minimal edits and no lore alterations. I only suggested Quincy because a big part of minutemen lore is centered around quincy, even Preston talks about quincy. It would be very immersive to have the player explore the lore of their "favorite faction" if they chose to side with the minutemen. Also, a wild card ending is never supposed to be the easy route. You are essentially saying no to everything and chosing to do your own thing. I see the difficulty of sending the players there as a win win situation. The player eventually has 2 ways around unlocking the minutemen, The first, is through exploring corvega and skipping quincy entirely . This is the "fast" method that is only rewarded to players who like diving through terminals and are savvy enough to link 2+2 together and check concord again after reading Jared's entry. The second method is quincy, which gives the player the choice to either save their faction immediately , or wait until they are geared enough (or stealthy enough) to do so. By the time you get to save preston you would've had your own suit of power armor already. and maybe even encountered a deathclaw. The deathclaw encounter is only triggered if you speak to preston at the museum. preventing access to the musuem = no power armor and no deathclaw. The entire purpose behind this is to add to the immersion, I really don't like how fallout 4's starting quests roll out a red carpet for you that guides you towards the solution.
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This idea is totally inspired from fallout new vegas's Yes Man introduction. It is a known fact that the minutemen are the wild card option in fallout 4, similar to Yes Man in new vegas. This is probably why the minutemen are the only faction that can't be destroyed. An essential feature in a fallout rpg imo. However, they are introduced during the very first quest of the game. It gives the player the wrong impression that ur choices don't really matter because you can never say 'no' to Garvery (for obvious reasons). My suggestion hopes to remedy this very anti-rpg implementation of this faction by simply delaying its appearance to a certain point in the main quest! Stage one: Fixing "broken" vanilla quest stages The first step would be letting 'Out of time' complete when players chose route (A) in their roleplay.(this will be the only possible route since preston won't be in the museum) Stage two: Removing preston from the game world Preston, his squad, and the minuteman corpse are simply not in concord yet. they don't spawn in the game world. This would give players the illusion that Quincy is still a proper town, and the minutemen are perhaps still there.The museum of freedom is locked, both doors "require a key". This should prevent the player from triggering the unique raider dialogue about the people holding the balcony (avoids breaking immersion)No further cell edits are needed here. Concord Just has raiders (this detail is important because it stays true to the words of the player's vanilla speech with codsworth)Stage three: Forcing Preston and his squad to spawn I suggest three different triggers that should force this gang to spawn at the museum of freedom The dead minutemen at the Super Duper Mart (a series of Misc quests) These corpses tell the story of the minutemen, revealing the reason behind their death and informing the player that the minutemen are broken and fleeing from Quincy. This is all vanilla and imo this is excellent environmental storytelling. Upon reading the journal entries that mention Quincy, a quest shoud trigger "Investigate Quincy". This marks Quincy on their map. As well as a map marker that directs the player to Sturge's terminal. Upon reaching quincy, pc simply has to read the last entry in the terminal to progress with the quest This starts the quest "Investigate the Museum of Freedom". and it's all smooth sailing from there. Jared's terminal (an unmarked quest) If the player reads the "She's Here!" terminal entry, Preston and his gang will passively spawn without activating any quest!. This just gives the player a more "immediate" route towards joining the minutelen. They can simply run straight to the museum of freedom from this point and liberate the caravan. The Molecular Level quest (vanilla quest)âThe player will be prompted to "Talk to the minutemen" as part of one of the 3 optional faction routes. Only this time, the quest marker will lead them to Quincy instead of the museum. they then have to go through the process I mentioned in the first trigger.This quest marker will automatically disappear as part of the vanilla game once the player sides with a faction. they can then play the game without ever having to speak to the minutemen. This concludes my vision on how the minutemen could be a trully immersive wild card faction. If I had decent knowledge about modding , I would've done it myself. unfortunately I'm a reverse 4head when it comes to using the CK. Also, a quality of life fix would be preventing preston from force giving u quests if the player says no. And instead , no means no. This should prevent the player from being crowned the General if they happen to roleplay as good guys and decide to save preston.
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I'm looking for a mod that simply replaces the 1H weapon idle relax animations with holstered relax idle. In other words , when the player character cycles to the relaxed weapon idle animation, it would use the true relaxed animations as if no weapon is equipped instead of a "power stance" animation. Idk if I'm having a dejavu but I remember using a similar mod 2 years ago , unfortunately I couldn't find it.. I hope someone could direct me to that mod if it actually exists or guide me on how I could make it myself.
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Help me catch up with Fallout NV modding
Haukaido replied to Haukaido's topic in Fallout New Vegas's Mod Troubleshooting
yea , I spent an hour trying to figure out which bugfixes mod is better , I ended up choosing YUP+JIP over Mission Mojave as it seems they can't work together according to the link you posted earlier but I still think they should work together if I overwrite the former with the latter since I like the changes of Mission mojave. I'm also still not sure whether any of the optional Unofficial patches are needed or not so I just ignored them. Thanks for the help mate. I might check this one , the other mods do not fit the way I'm trying to mod this game. thanks -
Help me catch up with Fallout NV modding
Haukaido replied to Haukaido's topic in Fallout New Vegas's Mod Troubleshooting
Ah thanks mate , I am aware of most of the mods mentioned in that guide but are there any newer counterparts that might perform better? I didn't mod NV for over a year now -
Henlo fellas, I've been away from the modding community in general for a few months and from new vegas community for well over a year now and it seems like so many things have changed already. I really need your help , I have the latest version of NMM (the last one released that can read the creation club mods before they move to Vortex) and I am seriously confused. My first question is : Do I have to switch to vortex if I want to use the newer fallout NV mods? I'm really used to NMM , some might say it's tedious but I find it really simple. and my second question : what mods should I download to overhaul newvegas? I'm looking for an updated immersive experience that can keep me roaming the game for a couple hundred hours (if not for the gameplay then probably for screenshots and roleplay) In other words , I am not looking for new weapons/armor/creatures or factions but I'm mostly looking for updated textures/models/gameplay mechanics/weathers etc... If it isn't too much to ask for , I would appreciate sharing an updated modding guide in this thread or sharing your experience with me , I'll be forever grateful <3
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use this bat file and you'll never have to worry about God rays again https://www.nexusmods.com/fallout4/mods/18184/