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Mod replacing Mr. New Vegas - Fallout Radio "Dead Air" - Q's!


blaynescott

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Hey everyone,

 

Having played through Fallout NV a few times (and currently on an extended, heavily modded PC playthrough) - I'm very, very tired of "Mr. New Vegas".

 

I spent this weekend creating about 100+ replacement files (edited 1950's radio commercials, radio station static, number stations, old songs, songs mixed with number stations, etc.) to serve as a replacement. Everything was put through a parametric EQ/normalized, and layed with a soft radio or LP static. It took a lot of time, but I wanted to avoid having crystal clear (or loud) songs being played in-game through a 200+ year old radio.

 

Why not create a new station? I never listen to my pipboy radio. I find it breaks immersion - instead, hearing a bit of music from scenery radios, or other environmental speaker sources is what interests me. Radio New Vegas already does that - but Mr. New Vegas's voice after so many playthroughs is grating.

http://blayne.dark-ware.org/images/fallout-deadair-ident-header-blaynescott.jpg

I've replaced all the Radio New Vegas .ogg music with no problem. NO MORE JOHNNY GUITAR! (data\sound\sound\songs\radionv\~~.ogg)

 

However, I can't properly test-replace Mr. New Vegas' quest-specific dialogue with 1 min+ in length .oggs ( '50s commercials, songs, etc.):

 

It appears that each line of Mr. New Vegas' radio-broadcast dialogue is cut into 1-3 second snippets, just like the lines of dialogue that display when talking to a physical character in Fallout. Mr. New Vegas also has .lip files - which to me makes no sense, as there's no model to animate the lips for: data\sound\voice\falloutnv.esm\maleuniquemrnewvegas\~~~~.ogg & .lip

 

I'd root around myself to find the answer in GECK - but GECK won't even load for me (Windows 8.1 setup, running Fallout: NV Steam ver.).

FNV edit works ok, but I'm limited to editing decimal values of existing modules.

 

 

Q.) For example, if I replace:

 

data\sound\voice\falloutnv.esm\maleuniquemrnewvegas\radionewvegas_rnvnewsstory_0014dfbe_1.ogg

 

 

With the following: http://soundcloud.com/fallout_radio/robco-robotcommando-edited-commercial

 

Will the commercial's audio be cut off by the Fallout game engine (or original .lip file attributes...?) after 2-3 seconds?

 

I'd appreciate any insight, as I want to get this up and running (and released for public consumption) here at the Nexus.

 

Also, if anyone wants to help create the GECK-side of things to get some holotapes in-game ("A is for Atom" and a remixed Civil Defence Survival series, perhaps at Doc's house on that shelf?), let me know. You can listen to them here: http://soundcloud.com/fallout_radio/sets

 

Any questions, post here or email me directly (blaynescott at gmail dot com)

 

Cheers,

-Blayne

http://blayne.dark-ware.org/

 

 

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It would probably be simpler to create a new topic in the talk segments that overrides all Mr New Vegas dialog, ie. triggers every time over his.

 

Just stick it at the top and put no conditions on it. AFAIK specific topics are never called, only segments.

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Will this be removing Mr. NV, will it be a separate radio station, or will you offer both for the players?

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Thanks for the replies guys.

BTW: Finished maxing out my Fallout_Radio soundcloud account with some music, commercials, and musical interludes today. There's a ton more, but I can't upload any more to Soundcloud without creating a second account. http://soundcloud.com/fallout_radio/sets

It would probably be simpler to create a new topic in the talk segments that overrides all Mr New Vegas dialog, ie. triggers every time over his.

 

Just stick it at the top and put no conditions on it. AFAIK specific topics are never called, only segments.

Since I can't get GECK to load without crashing, I was looking for a file-replacement solution - hence my desire to figure out of there's a hard coded sound limit (in seconds or minutes) to "dialogue", since Mr. New Vegas' interludes seem to be recognized by the program as character speech (hence the .lip files).

 

If anyone really wants to do the GECK side of implementing all the sound file work I've done (as Holotapes, or with the Mr. New Vegas replacement) - let me know. Otherwise, I'll be sticking to replacing existing .ogg's file names.

 

Will this be removing Mr. NV, will it be a separate radio station, or will you offer both for the players?

 


This won't be a separate radio station - it's a replacement for NVR, as that's what broadcasts from the in-game radios, and has the pre-coded option of quest-specific sound clips instead of a straightforward/unchanging playlist.

 

 

I wanted to replace Mr. New Vegas's quest-dialogues to add variety to the game. Since I (and I assume many other people) play modded versions - the amount of time they spend between vanilla quest points is huge. I get tired of hearing the same incidental Mr. New Vegas dialogue again and again when I meander in-game.

 

Replacing that with '50s era commercials (related vaguely to that quest point if it fits), Number Station signal broadcasts, unique static, or anything else is preferable. If it can replace the quest-keyed radio triggers, it would also add some (seemingly) organic variety to the station as well if these were commercials you only hear a few times during the game.

 

This would be a packaged set - I'm designing this for myself, but would like to post it for other people to enjoy on the Nexus. If someone wanted the Mr. New Vegas replacement audio not not the music (or vice-versa), they're in separate folders - so the player could install both, or either.

 

 


Edited by blaynescott
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Could it be possible to post a separate radio version? I understand why you would like to swap out mr. NV but I don't mind him, the biggest problem I have is the lack of variety when it comes to radio stations.

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If you wanted the new music as a new broadcasting source radio station - that's fine. I have no actual way of doing that though: I covered why in my last reply:

 

"Since I can't get GECK to load without crashing, [...] If anyone really wants to do the GECK side of implementing all the sound file work I've done [...] let me know. Otherwise, I'll be sticking to replacing existing .ogg's file names."

 

"If someone wanted the Mr. New Vegas replacement audio not not the music (or vice-versa), they're in separate folders - so the player could install both, or either."

 

data\sound\sound\songs\radionv

 

data\sound\voice\falloutnv.esm\maleuniquemrnewvegas

 

 

I really wish I had a rig that could operate the GECK properly so I didn't have to rely on file-name replacing-style modding, or be dependent on other people for this.

 

I've already spent 20+ hours doing the audio work, so if someone would like to offer their help in doing the .esm / GECK-work of placing a broadcast point / station name, etc. for the new music files, that's great. Let me know.

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If you wanted the new music as a new broadcasting source radio station - that's fine. I have no actual way of doing that though: I covered why in my last reply:

 

Oops sorry I must have missed that part of the comment.

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No worries man, I just wanted to make sure people understood why I was designing the mod the way I was: If I could actually run the GECK, I'd most likely create a mini-quest mod - add a radio tower in-game, and a bunch of other cool stuff. :(

 

As it is, I'll have to make due with replaced audio files. Still, as far as radio station go, it sounds very cool/lore-friendly.

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As it is, I'll have to make due with replaced audio files. Still, as far as radio station go, it sounds very cool/lore-friendly.

 

Indeed, sounds awesome. I really like the commercials, but it would be even better if there were a few more.

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I only uploaded the heavily edited/spliced ones to Soundcloud (they have a 60 min limit before I'd need to pay for the account). Using Youtube and other sources + edited/re-EQing, I found content for a ton of commercials, and created about 45 different ones. They're just not soundcloud accessible right now.

 

I might create another soundcloud - fallout_radio2 ? - to upload them at some point. For the ones that are completed, I tried to splice/edit out name-brands (i.e: Swanson, Mattel, etc.), but left some others in (Marlboro, Ford, etc.) to make it more Lore-friendly. Editing the vintage commercials was certainly a (re)education in what Bethesta was pulling from when they produced much of Fallout3.

Edited by blaynescott
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