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I sent this to my buddy re: voiced dialogue


UlfricsRevenge

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The voice acting is really out of hand. I had this idea to role-play a new kind of character. As you can probably guess, I exclusively play strong heroic types, charismatic and good with guns. But this time around I wanted to try a complete computer nerd type. I made him very thin, gave him very big ears, a dorky haircut, and 10 intelligence right off the bat. My goal was to put everything into science, hacking and robotics and then create world class robots that would act as my main line of defense in combat.

But then he spoke.

His voice was totally wrong for the character. Totally wrong. It ruined it for me. I went looking for a silent voice mod and found what I thought to be the most stable, but in order to use these you must also use the full dialogue overhaul mod. I noticed the mod page for that mod shows 54 bug reports, some of which include reports of crashing. That scares me.

So I gave up on that idea and just stuck with the voiced dialogue. Every time he spoke I cringed. This voice simply did not match the highly intelligent, slightly socially awkward, scientific-minded nerd who I wanted to play. Not even close.

Bethesda has literally pigeonholed us all into playing the exact same character with the same inflections, same attitude about things, same way of looking at things and ultimately the same experience. We can make our characters look different, but in the end we have no more control over their individuality than we do, for instance, watching the same Tom Cruise movie and trying to turn him into our own vision of what the hero should be. He's set in stone. We're merely observers.

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When you're looking at bug reports it's a good idea to compare the number of reports to the number of downloads. That page has 54 bug reports but that's only about 1 in 10,000 users of that mod referring to every single issue, with every version of the mod, that has been experienced since it was uploaded in November as one of the earliest mods for this game.

 

Ultimately the risks you want to take with modding are entirely up to you, however I think that you might be over-estimating the risk of using this mod. After all, the vast majority of mods on the nexus if they had one bug report for every ten thousand users would have no bug reports at all.

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When you're looking at bug reports it's a good idea to compare the number of reports to the number of downloads. That page has 54 bug reports but that's only about 1 in 10,000 users of that mod referring to every single issue, with every version of the mod, that has been experienced since it was uploaded in November as one of the earliest mods for this game.

 

Ultimately the risks you want to take with modding are entirely up to you, however I think that you might be over-estimating the risk of using this mod. After all, the vast majority of mods on the nexus if they had one bug report for every ten thousand users would have no bug reports at all.

THIS- I cannot count the number of times mods I've considered then used had infinite whining from users CLAIMING bugs cos they couldn't follow simple instructions. Modding is for GROWN-UPS (which has nothing to do with chronological age)- people who take responsibility for their actions, and have enough self-respect to read PROPERLY what others write.

 

I would think a mod to deactivate the spoken lines would be fairly trivial- given that the engine already has the capability for 'speech' in a purely text form. Your ultimate goal- revoiced player dialogue- well that would take co-ordination not yet seen in the modding community.

 

What such TIME INTENSIVE mods need is CROWD SOURCING, where the people making the 'data' (reading the lines) have a very loose connection to people coding/preparing the mods. In other words, the person with the mike and time on his/her hands is sent a data/tool package allowing him/her to just spend free time simply reading into the mike. Other people would be cleaning and volume correcting the recordings.

 

Bringing together such different skillsets on such time consuming work is the real challenge. Here the ORGANISATION is the thing, not the modding skills.

Edited by zanity
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