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Talkative Courier


SignedName

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Are there any mods that increase the amount of voice lines the Courier has, so they do more than grunt? Stuff like battle cries, lines after defeating powerful or unique enemies, lines after discovering a location, interactions with status effects (i.e. screaming when on fire, labored breathing when at low health, hunger pangs), etc. Even something as simple as the ability to whistle, hum, or laugh would be nice.

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Even something as simple as the ability to whistle, hum, or laugh would be nice.

 

Unfortunately I can't answer most of your queries, but something like above could be done pretty easily with NVSE and a hotkey, I would think. I don't know if thats the kind of game mechanic your looking for (manually activated) though. And if you play in third person you won't see an associated face morph/animation, so it would really work much better in first person.

 

I think some appropriate one liners would be cool, but I believe the justification for the courier's (lack of) vocalization lies in fallout's role playing roots. Essentially you can create a very detailed character that is unique among every other player's, and one or two voice sets won't do that concept justice. But I didn't have a problem with it in fallout 4....maybe because I stuck with the default character. But we can mod the game to insert voice/audio files (I would think) customized to any courier type if we're willing to do the work. And I would think those voice sets could just plug in to the one liners you mention above if you can get the voice artists to create them.

 

I think it would be a fun project a lot of players would appreciate.

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Even something as simple as the ability to whistle, hum, or laugh would be nice.

 

Unfortunately I can't answer most of your queries, but something like above could be done pretty easily with NVSE and a hotkey, I would think. I don't know if thats the kind of game mechanic your looking for (manually activated) though. And if you play in third person you won't see an associated face morph/animation, so it would really work much better in first person.

 

A hotkey for those "emotes" is exactly what I meant! As an aside, how feasible is a "taunt" button, which would aggro NPCs based on faction reputation and confidence level, or conversely, an "intimidate" button which would cause enemies to run away (basically Terrifying Presence as a hotkey)?

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A hotkey for those "emotes" is exactly what I meant! As an aside, how feasible is a "taunt" button, which would aggro NPCs based on faction reputation and confidence level, or conversely, an "intimidate" button which would cause enemies to run away (basically Terrifying Presence as a hotkey)?

Cool, I think I can do that for you. So making it into a direct taunt to aggro NPCs might be do-able too. I figure the first part would be targeting the NPC. For a specific one we have crosshair ref which could pick out a NPC. The second would be reference walking, which could get all NPCs (which could be filtered) in an area. For me crosshair ref would be much easier to make. I'll check on what functions we have to piss them off once we have their refID and get back to you.

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  • 2 weeks later...

Hey SignedName, sorry for the late response. Could you send me a audio file you want associated with the hotkey? Just make sure it's PD/free of copyright.

 

I can start on the taunt/intimidate button using the crosshair ref afterwards.

I'm thinking;

getCrosshairRef (or more likely ObjectUnderReticle, due to distance)-> enemyRef.CIOS Fear/enrageSpell.

What is Fear/EnrageSpell? I have no idea, I'll look through base effects and see if there is something there. If there's not, I guess it's going to be adding a AI package (travel, for fear, useWeapon for enrage), or a script based effect.

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For voice lines, I was mostly thinking that vanilla NPC voice lines would be sufficient. There's a variety of voice lines that could be suitable, like Driver Nephi's "Get f*#@ed" line- basically an insult that would provoke someone to attack, or in the case of intimidation, make them run away (some of the fiend combat barks are deranged enough for this purpose). I think a variety of random lines would be preferable, if at all possible (many characters share the same VA, so it shouldn't be too hard to find more than one or two suitable lines...). I believe this has the added bonus of ready-made lip-syncing? Faction specific lines (like "degenerates like you belong on a cross" if you're Legion-aligned) would be interesting, but I understand if that's more complicated to do.

 

If you want, I can scrounge up the names of what files to use. Otherwise, it seems like the voices that "match" the Courier's grunts are MaleAdult01Default and FemaleAdult11 (though since it seems FemaleAdult11 might be lacking in dialogue choices, it'd probably be okay to use FemaleAdult01Default instead, since the only voice lines for the Courier are grunts).

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I think a variety of random lines would be preferable, if at all possible (many characters share the same VA, so it shouldn't be too hard to find more than one or two suitable lines...). I believe this has the added bonus of ready-made lip-syncing? Faction specific lines (like "degenerates like you belong on a cross" if you're Legion-aligned) would be interesting, but I understand if that's more complicated to do.

Variable lines shouldn't be a problem

 

 

If you want, I can scrounge up the names of what files to use. Otherwise, it seems like the voices that "match" the Courier's grunts are MaleAdult01Default and FemaleAdult11 (though since it seems FemaleAdult11 might be lacking in dialogue choices, it'd probably be okay to use FemaleAdult01Default instead, since the only voice lines for the Courier are grunts).

Yeah if you could grab the lines you want that'd save me some time. Then I'll plug them in to the script. Also could you do me a solid and grab a female set too, so we can make a balanced/fair mod to female couriers. Thanks

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Okay, I think one line might be best for a generic "taunt" option, while I found a few fitting lines for "intimidate". If possible, the "intimidate" option should be unlocked by the Terrifying Presence perk, as the voice lines are pretty psycho (plus making the perk a little less useless).

 

As for files, thankfully, the male and female files have the same name, they're just filed under different folders (maleadult01default and femaleadult01default).

 

The file for taunt:

  • vdialoguen_greeting_001754c8_1

Files for intimidation:

  • genericfie_normaltocombat_001750ed_1
  • genericfie_normaltocombat_001750ee_1
  • genericfiend_attack_001751f7_1
  • genericfiend_attack_001751f8_1
  • genericfiend_attack_001751f9_1
  • genericfiend_deathresponse_001751b9_1
  • genericfiend_fireexplosive_0014d332_1
  • vfreeformg_combattonormal_00126ee0_1 (female only)
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  • 2 weeks later...

OK, so what do we want for range? How far can you be for both taunt and intimidate to be effective.

 

Also how do we want to handle modifiers to both? An opponent's level (comparison between player level and target, somewhat like FO4's intimidate) should make a major difference in trying to intimidate them. For taunt, your faction rep would make a huge difference (especially if your hated by the faction of the target). There are probably other factors as well.

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