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About Vulon
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https://soundcloud.com/jeremykingmusic
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i just want my player character to have tougher voice like he smoke a lot of cigarettes lol and also i check it out but nah voice over sounds way better Has anyone been able to pull the dialog trees from the game yet? I read this and thought, hrmmm, maybe I'll give it a go if its not some INSANE amount of dialog. There are just short of 13,000 lines of dialogue for both protagonists.
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Fantastic! :D We'll have ample need of both textures & models a little ways down the line. As of right now, we're still ironing out some design details. I'll be sure to get in touch when I have something tangible for you to work on. :) Thanks!
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Updated OP with an additional credit and a brief note regarding the difference between 'contributing' to Mod-Tec projects and taking on responsibility as a "full" member of the team. :)
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Awesome -- sounds quite similar to what Mod-Tec's trying to do with Denizens of the Commonwealth. The more NPCs the merrier, I say. :D As far as the voiced player character is concerned, what I'm planning to do for DoC and other mods is to compile a fairly extensive catalog of general dialogue prompts and responses for both male and female PCs. There are still limitations, to be sure; for instance, we can't expect to implement voiced player responses that specifically address unique topics that any custom-voiced NPC brings up unless there are pre-existing spoken records of the player character that correlate with said topic. With DoC, I've proposed that the initial line of any given topic or subsequent response prompted by an NPC should therefore be written in such a way that a fairly generalized player response would work. It's not ideal, but I believe it's the best option at present. I also plan to 'splice' different bits of audio for both male and female protagonists together in order to create additional dialogue options. Given the sheer volume of voiced content for both PCs (nearly 13,000 lines each), there's certainly plenty to work with -- that being said, doing so will be a time-consuming endeavor, so this isn't something that will be completed any time soon. Once I do have a comprehensive library of both pre-existing and newly edited voiced content put together and organized for ease of use, I'll most likely release it as a modder's resource.
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Music files and rules of them (xwm files)
Vulon replied to code5150ine's topic in Fallout 4's Discussion
So, if I'm understanding you correctly -- the song you've chosen is longer than two minutes, but begins looping automatically at the two minute mark? I just checked and noticed that the song you're trying to replace is 2:01 in length; my guess is that this is a specific condition that can't be edited until the CK is released, so you probably need to trim your audio down to the same length. Also, you might want to look into replacing the combat theme's 'finale' track to see what happens. I've been digging around in FO4's 'Sounds' archive to determine how I should structure the custom soundtrack I've organized for one of the projects I'm currently working on. For each combat track, there is an accompanying "finale". For example, there's "MUS_Combat_Boss_01.xwm", and there's the corresponding finale stinger, "MUS_Combat_Boss_01_Finale.xwm". These finale tracks are triggered to play at the end of battle to add resolution and provide a more natural transition out of battle. Skyrim handled its combat music in the same way, iirc. I've edited the combat tracks for my soundtrack to loop as seamlessly as possible and have also taken appropriate sections from each track to use for the corresponding finale stingers, which are typically ten seconds or less in duration. I would recommend attempting to create a finale track of your own using a small segment of the audio you're working with. It helps to listen to the existing combat tracks and the finale stingers to get an idea of how to accomplish this; with my soundtrack, I cut the audio shortly before the end and trim (if necessary) near the beginning of the song until I have a nice, clean loop. I then take the section I cut from the end of the track and use that for the finale. I have yet to test this out for myself in-game, however. -
I'd be down to help out with some voice acting. You can check out some recent-ish samples here, if you'd like.
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Quite true. :D Glad to hear you're intrigued! Thank you very much! It's a big undertaking, for sure, but I'm really excited to bring these ideas (and many more down the road) to life.
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This is something I've given a lot of thought, and I plan to address this to the best of my ability. That being said, the narrative structure of the mod hinges on the player character inhabiting the character of Joseph for a very specific reason, and we wouldn't be able to accommodate a female SS in the traditional sense of offering an alternative female 'host' character for the PC without a massive overhaul of the plot. Again, though, I'm going to do my best to effectively accommodate female characters. Without giving anything away, I can assure you that there will be some pivotal differences in the second half of the story and onward based on the character's gender. While we're on the subject, I'm not going to lie -- much of the mod's opening 'act' will be deliberately designed in a manner that, by its very nature, will inhibit certain elements of player agency. Not everyone's going to like that, but it's integral to the story in a meaningful way.
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What is Mod-Tec? Mod-Tec is a team-oriented and multi-faceted undertaking that aims to bring a variety of high quality mods to Fallout 4. What began as an idea for a single mod shortly after Fallout 4's reveal and an interest in collaboration eventually gave rise to Mod-Tec in the latter half of September. Now, with 2015 drawing to a close and the release of the Creation Kit looming sometime in the near future, Mod-Tec is officially open for business and looking to expand! Current Projects While there are a number of ideas for potential mods on the backburner, there are currently two projects that we're most interested in developing and have prioritized. The first, simply titled Gloria, is easily the most ambitious and was the idea that laid the foundation for Mod-Tec. Gloria There's no easy way to summarize what Gloria is. The following serves as an (admittedly abstract) introduction to the events that kick the mod into motion. I can't go into much more detail without divulging key plot points that I would prefer to keep under lock for the time being. TL;DR Edition - The events of Gloria place the player in the shoes of a man named Joseph Duvall, a fully-voiced character who the player will control throughout the length of the mod. Gradually, the player will come to learn who, exactly, Joseph is as they unravel the truth behind the world they've found themselves thrust into. The mod will feature a brand new worldspace, fully voiced characters, plenty of new, original assets, a variety of engaging side content, and a gripping, emotionally-charged narrative that centers around the themes of memory, identity, and loss. I have revised and expanded upon the initial premise for this mod since August and have tremendously high hopes for its potential. As of right now, the mod has a fully licensed soundtrack in place and ready to go, over twenty pages of design notes, concepts, and ideas, a number of narrative themes and plot points fully fleshed out, and a basic layout of the mod's unique world space. Denizens of the Commonwealth The other project we're currently focusing on is, thankfully, a little easier to explain. Currently titled Denizens of the Commonwealth, this is a project geared towards introducing unique and fully-voiced new NPCs into Fallout 4 in an effort to further enhance and expand upon the base game with meaningful, interesting characters. This idea was more or less directly inspired by Kris Takahashi's excellent "Interesting NPCs" mod for Skyrim. I'm hoping to add anywhere between 10-20 new NPCs with the first release of this mod, and my hope is to have an initial release ready to go by mid-to-late February or March of 2016. This is operating under the assumption that the CK for FO4 is released sometime between January and March. How can I help? I'm glad you asked! At the moment, we're currently seeking additional writers and concept artists. We need more writers for both Gloria and Denizens of the Commonwealth, while concept artists are more specifically needed for Gloria. Once the CK is released (or after a sufficient amount of concept art is developed), I plan on recruiting 3D artists. I don't plan on actively recruiting scripters until the CK's release, simply because there's not much that can be done to actually implement any content we develop until it's out (disregarding currently available modding tools, which I'd prefer to avoid relying upon at present). That being said, if you have experience with scripting and you're interested enough to jump on board at this early stage, feel free to get in touch with me! Just be aware that there probably won't be a whole lot to do for the time being. How can I join the team? Get in touch with me here on the Nexus via PM, leave a comment in the thread, or shoot me an email at [email protected] or [email protected]! Make sure to mention your area(s) of interest and share samples of any applicable work you've done! Once accepted as a member of Mod-Tec, I will give you access to the team's shared Google Drive account, where you can find additional information and references that will be updated on a regular basis. Note - if you're interested in contributing in some capacity without necessarily taking on responsibility as a "full" member of the team, you are more than welcome to do so! Any and all help is welcome. Simply clarify your intended level of support when contacting me. Contributors will not be given access to the shared Google Drive account, nor will they be expected to participate in any group discussions pertaining to the development of Mod-Tec projects. Rather, contributors will work either directly through corresponding with me or, depending on the nature of their contribution (2D/3D art, scripting, level design, etc.), through a more appropriately suited member of the team. Plans for the Future Collaboration and the development of new ideas is one of the most pivotal aspects of Mod-Tec; aside from the projects currently in-development, I whole-heartedly welcome suggestions for additional content from not only members of the team, but the community at large. Eventually, I will create dedicated social media pages for documenting Mod-Tec's progress across all its projects in addition to using this thread to host important updates, announcements, and more. Thanks for reading, and stay tuned! http://files.gamebanana.com/img/ico/sprays/pip-boy.png Mod-Tec Staff Vulon: Project Overseer, Quest Designer, Writer, Audio Engineer, VA Mattiewagg: Scripter/Implementer shadowfangs99: Concept Artist Esquire Magnus: Writer unoctium: Writer chaicracker: Designer for Team Logo [WIP] Contributors Cal from TeamBacon: Additional Art & Level Design
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Yup, did that a while back.
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- load times
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Behold. It's gotten so bad. Initial load time -- 1 minute, 10 seconds. (actually better than my new average of 2 minutes)Load time from Institute to Sunshine Tidings -- 3 minutes, 24 seconds. Load time from Sunshine Tidings to Rocky Cave -- 36 seconds. Load time from Rocky Cave to Recon Bunker Theta -- 1 minute, 16 seconds.Load time from Recon Bunker Theta to Diamond City Market -- *smashes computer with sledgehammer* Here's what I know. It wasn't like this for a good 120+ hours of gameplay. The massive spike in load times was fairly sudden. I created a new character to escape the horrors of these load times. It was futile. Load times are roughly equivalent for the file in which I've accumulated 6 days of playtime and the file in which I've accumulated 16 hours. The instance in the above video in which I tab out into the task manager was the first time I've noticed my disk usage maxed out. Additionally, the reported memory usage seems odd, considering I get the same ballpark 60% usage reading when FO4 is using over 4gb of memory. It's only using 2gb here. CPU usage fluctuates when I tab out and spikes a couple times, but normally Fallout 4 seems to utilize between 60-70%. The problem isn't my rig or my settings. It could very well be my HDD, but I still find it odd that the sudden, massive spike in load times came about so...suddenly. If the issue was isolated to my HDD I would think that it would have surfaced much earlier. I've defragmented my HDD. Cleared out a couple hundred gigs of additional storage just in case. I've run numerous HDD benchmark tests, which have resulted in decidedly average or slightly above average results for read/write times. Right now I'm planning on backing up my saves/mods and doing a re-installation, since I don't know what else to do aside from shelling out the money for an external SDD for the sole purpose of playing FO4. I've never, ever encountered load times this frequently atrocious -- not even when I was playing through a severely bloated Skyrim save on the ps3 back in 2012. Prior to this, Fallout 4 was the most stable Bethesda release I'd ever experienced. I can recall the relative speediness of the load times I used to enjoy like it was yesterday. I think the longest one I sat through was probably 30-40 seconds tops, and I averaged anywhere between 10-20 seconds for exterior loads and significantly less for interiors. I just can't pinpoint the cause of these new-fangled load times for the life of me. I read somewhere that uncapping the framerate was verified to have an effect on load times. I tried it out of desperation, and while it made the loading screens themselves move around probably 1.5x their normal speed and made scrolling through menus and attempting to lockpick nigh impossible in the face of the hilarious/horrifying increase in literal game speed...it had zero impact on load time itself. Changing settings/resolution doesn't work...nothing works. Help. Please. Here's a list of my currently installed mods, if it's of any use in determining the cause. Current mods Vault Booty Harness Wardrobe Daisy Nukes Better Piper Outfit FAR Optimized Vanilla Textures Enclave Standalone Paintjobs Wearable Shoulder Bags Hubrics Comics Shoulder Bags Fogout Enhanced Color Correction 1.2
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- load times
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Open the console and input the following. rimod 00094636 If that doesn't work, this next one should -- rimod 002041B6
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Can't fix my FPS drops inside Institute. Help?
Vulon replied to dukemordred's topic in Fallout 4's Discussion
Same here -- The Institute is the only place that consistently gut-punches my fps. I posted a similar thread a while back and never got a response. I'd like to know what the deal is, as well. -
Up until a few days ago, I had been playing a completely vanilla playthrough of the game clocked at over 100 hours. I then decided to try out a couple of mods; nothing major. Just a couple of clothing/armor retextures and standalone variants. I opted out of the latest Steam beta build and reverted back to pre-beta since the beta launchers actively disable plugins, and ever since, I've noticed some interesting changes to stability and performance. I double-checked to ensure that my .ini settings were the same for both beta and pre-beta builds after first noticing that my framerate was, for the first time, exceeding 60fps by a very small margin in certain locations, yet prone to stuttering and slowdown in other locations that hadn't been problematic in the pre-beta builds. Since the frames weren't going above and beyond 60 by a huge margin, I decided to leave my frames uncapped (I hadn't bothered to cap them at 60 prior to this because I normally hit around 45-50fps) for a time, but capped them after experiencing a number of physics and animation glitches to see what sort of difference it would make. I also began experiencing texture pop-in on a more frequent basis. I'd heard others complain about this issue, but had only experienced it perhaps three times in total before reverting to the pre-beta build. During my last session alone I experienced this in four different interior cells; the longest instance took about 10 seconds to properly load the texture. By far the most irritating issue, however, is a sudden, dramatic increase in load times. In the pre-beta build, the longest load times I had to sit through were around 20-30 seconds. Now it's about a minute on average when fast travelling from just about any given location to another. To be fair, I'm not entirely sure whether this is because I reverted back to the previous build or because my save file is simply getting bloated (it's currently 12.5mb). I began focusing much more on building up my settlements more extensively and establishing trade routes after reverting to the pre-beta build, and it's possible that this is another factor in the overall dip in performance. I've also experienced two infinite load screens, one CTD, and a number of visual glitches -- wonky power armor enter/exit animations, weird stuff involving settlers, one instance in which the game's color scheme was locked into recon mode after I sniped an enemy from a distance -- since reverting. Despite some performance hiccups in the beta builds, it was actually the smoothest early build of a Bethesda release that I'd ever played. I experienced about six random CTDs and very few bugs in over 100 hours up until this point, and two of those CTDs I know were my own fault, since I was tinkering around with the console rather haphazardly. TL;DR - Has anyone else who played with the beta updates installed (and accumulated save file(s) roughly 10mb or larger) before reverting back to pre-beta noticed any major differences in game stability and load times?