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Possible Road Block For Fallout 4 Modding: Talking Protagonist


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You can probably cut & splice existing dialog and make it sound fairly decent. That was done on the Bittercup companion for FO3 and I expanded on that when I ported her for FONV and added more dialog options. It may have sounded a bit William Shatner-ish, but overall quite passable.

 

Bittercup had about 10 lines of dialogue to cut and splice... Not a big pallet to work form.

 

The player character has tens of thousands of lines of dialogue to work with.

 

 

 

 

Anyways, I am going to record new lines for the player characters, Hancock, Nick Valentine, and Piper. It isn't hard to match the voice with a skilled voice actor and a little bit of audio engineering.

 

Much better than a silent player character in my opinion.

Edited by TeamBacon
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Yep, with as much dialogue as there is for the player character, I'd think it wouldn't be difficult to cut & splice something quite acceptable and IMO, would be far better and less immersion-breaking than a silent character.

 

How much work would it be to match a different voice using audio engineering? I've played around with Audacity and haven't been able to make one voice sound like another. Granted, there are probably much better programs for that. I do think if the voice is noticeably different, it would be very immersion-breaking. The Companion Vilja mod for Skyrim has some added voices to existing NPCs and it made me think, "yikes!" when I heard them. The Vilja mod for Oblivion mostly just left the additional dialog on NPCs silent and that was also very immersion-breaking for me.

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Yep, with as much dialogue as there is for the player character, I'd think it wouldn't be difficult to cut & splice something quite acceptable and IMO, would be far better and less immersion-breaking than a silent character.

 

How much work would it be to match a different voice using audio engineering? I've played around with Audacity and haven't been able to make one voice sound like another. Granted, there are probably much better programs for that. I do think if the voice is noticeably different, it would be very immersion-breaking. The Companion Vilja mod for Skyrim has some added voices to existing NPCs and it made me think, "yikes!" when I heard them. The Vilja mod for Oblivion mostly just left the additional dialog on NPCs silent and that was also very immersion-breaking for me.

 

It is all just a matter of how well you know your stuff. I am not an expert at audio engineering, so it takes me a bit of trial and error to make myself sound like Hancock. I am also not a very good voice actor. My friend on the other hand could do it in his sleep, but he has been audio engineering for rock bands for years.

 

 

I found a guy who could match the male protagonist's voice within my first week of looking. Well, I wasn't even looking, I just kind of bumped into the guy. His work was amazing until he disappeared off the face of the earth like most voice actors do.

 

But if I can find one that easy, I'm not worried about finding another.

 

I am not actively recruiting at the time however, as I want to show people just how much I have gotten done by MYSELF before I start trying to get voice actors and stuff to dedicate their time. I think it is kind of silly to be publicly announcing and recruiting for a mod when you don't have anything amazing to bring to the table.

 

I think I will make a full scale trailer before I publicly announce my stuff.

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Using the existing lines is probably my personal preference. We've got 13,000 lines of spoken dialogue to choose from and you can enhance that by editing lines a little although there are definite limits there. Maybe even get a voice actor to impersonate the sole survivor's voice actor for a couple of lines that you can mix in with the genuine ones to expand your options.

Yeah there's a fair amount of generic 'I'll help you but what is in it for me' 'of course I'll help' 'no' 'yes' lines that a modder could use. There are limits, but they go a long way.

 

Conveniently I'm planning a quest mod right now that involves talking to an AI that communicates only in text.

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Conveniently I'm planning a quest mod right now that involves talking to an AI that communicates only in text.

 

 

Clever idea. I think this is something else we'll see a lot of in our mods, not necessarily typing, but modders coming up with a variety of ways around the problem and thus avoiding it.

 

Are you going to do that using the in-game terminal?

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