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PC voice in new quest mods


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I'm curious to hear modder's solution to the voiced player character in Fallout 4 when creating new quest mods.

 

As I see it there are three possibilities:

1. re-use and cut up existing voice files from the game into (hopefully) useful new portions.

2. Find a similar voice actor to perform new dialogue.

3. Have only captioned dialogue.

 

Since I have a lot of experience with cutting and editing audio, I'm thinking 1 is my best option though I can see many going with option 3. When cutting the audio it would only be necessary to remove direct references to specific events and since there is a lot of voiced content, it should be hard to spot re-used portions.

 

To those with the CK is there an easy way to parse the player dialogue lines to find segments which may be useful for a given situation?

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To those with the CK is there an easy way to parse the player dialogue lines to find segments which may be useful for a given situation?

 

I don't know how to do it with the CK, but I've almost finished the FO4 version of VFRT, and I'll probably release it within a week or so. In addition to what you see in the screenshots for the Skyrim version, you'll also be able to listen to the audio by double-clicking on the lines.

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VFRT looks handy.

 

Personally I intend on using the first option for the quest I'm currently working on, along with as many excuses as possible to keep player dialogue to a minimum. (Plenty of holotapes, computer logs, etc). I've been keeping the available dialogue in mind while planning out my quest, often changing things to fit the available resources better. It's a pain but it's easier that way.

 

I haven't been invited to the CK beta so I'm not sure what the options there are like. I've been using excel spreadsheets with the data from Full dialogues and voice files list by Zilav, to reference the available lines. However I've got a pretty good memory for lines of prose dialogue and scene structure (courtesy of a misspent youth in theatre), so I've mostly just been working from memory, remembering the lines in the game in my own head with the excel files as confirmation and a way of looking the files up.

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To those with the CK is there an easy way to parse the player dialogue lines to find segments which may be useful for a given situation?

I don't know how to do it with the CK, but I've almost finished the FO4 version of VFRT, and I'll probably release it within a week or so. In addition to what you see in the screenshots for the Skyrim version, you'll also be able to listen to the audio by double-clicking on the lines.

Wow what a useful tool. I'm glad to hear you are working on this as it is sure to be a huge help. :)

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Awesome, I just downloaded it and tried it out.

 

It is very easy to use. If you are writing up a dialogue and need the PC to say "What can I do?" You can just type in "do?" in the search, then on the left find the player character folder, then you can see there are tons of lines which match or are close to what you need.

 

This seems like a perfect solution to the voiced player character. All a mod author needs to do is write their dialogue scripts using this tool to help and if needed get a voice actor for an NPC.

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