So Here's a Question

Post » Sat Nov 28, 2015 12:33 am

i dont know much about modding but could they copy and paste voice in. i mean according to bethesda they did alot of recording

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Richard
 
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Post » Fri Nov 27, 2015 9:43 pm

not that simple

read the discussion above, that issue is being talked about

its not that there's not a lot of lines to pull from, it's just that limits it a good bit to really generic speech

ex. a mod adds a new follower. a ghoul named aznorath who is starting a new religion in a building named the 'pinnical of the atom cathedral'

there may be bits you can use like 'follow me' and 'can i trust you?', but even small mods like this would require some unique lines to feel real

things like "aznorath certainly is a... unique name." or "where is your atomic ghoul church located?"

with a voiced npc, you can just record from scratch if need be, but finding super specific/novel lines for the pc to say for the crazy number of unique mods that will show up is impossible. editing together won't be an option for anything over bare bones quests

the options would be to use a mod that removes the pc voice and replaces it with a text system like past games, or somehow luck upon some people who sound identical to the pc va's

just to say, i'm fine with the voices

actually like the idea

but that's why some people are worried about them, to answer your question

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krystal sowten
 
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Post » Fri Nov 27, 2015 6:37 pm

couldnt they just say where is it?our that is a unique name? i mean that would be realistic talk if someone just mentioned the name

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Christine
 
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Post » Sat Nov 28, 2015 8:31 am

could, but it'd get really old hearing the same super generic edit lines for every mod

and for bigger ones it would just feel a bit off, like for dlc sized things where a beth one would definitely have unique new lines, while a mod just as big and new and massive in scope would still be stuck with reusing generic ones

it would just feel off and adds a somewhat-unjumpable hurdle for modders without like muting the pc or something like that

that's what some are worried about

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koumba
 
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Post » Fri Nov 27, 2015 6:19 pm

Mods extend the life of the game well beyond what would be considered "normal' for a PC game. Consider: Morrowind is still being played/modded 14 YEARS after its release.

Sure, A lot of the mods for Oblivion were sub-par, but, when you look at the sheer volume of mods that were produced, what do you expect? My modded Oblivion experience was quite a bit different than yours. I HATED vanilla Oblivion, level-scaling was WAY over-done. I played for 45 minutes, and set it aside. Came back to it about two years later, when FCOM came out with a stable version. It DRAMATICALLY changed the game. Loved it.

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Charles Weber
 
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Post » Sat Nov 28, 2015 1:04 am

This has been broached before; even the first day of the demo release. What we hope is a presence of foresight, to include many intended lines, and recyclable lines for generic situations, and/or even include outtakes for GECK modders to use.

It's still an awful oversight that the PC will now require voiced interaction ~or the mod will stick out [badly] like a neon sign among the official quests; and there will be no way to have them voice anything relevant to the situation; no way to have an Intelligence check ~and relevant comment about it.

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Scott
 
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Post » Fri Nov 27, 2015 8:54 pm

Ok, ok here is a solution. We replace all the voices with text-to-speech programs and give modders the program, problem solved what do you mean they sound too robotic go away.
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Claire Mclaughlin
 
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Post » Fri Nov 27, 2015 11:04 pm

this was actually just what i hoped for when i first heard pc will be voiced. but apparently, it came otherwise... :-)

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Mel E
 
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Post » Sat Nov 28, 2015 6:03 am

no game is going to have that, WAY too much work and money, AND not everyone has a good enough microphone, AND a text-to-speech thing that would be at al good enough and not be garbled would cost more then the game.

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kirsty joanne hines
 
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Post » Sat Nov 28, 2015 3:50 am

I felt like it was abundantly clear that Cider! was joking, boys and girls...

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Genevieve
 
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Post » Sat Nov 28, 2015 2:52 am

They'll never offer it, but they really should offer a Sound-board for both PC voices. A decent one too. If they do not, surely there are modders who will create their own; so it's better if Bethesda does an official one.
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Gaelle Courant
 
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Post » Fri Nov 27, 2015 7:03 pm


Was I? WAS I?! (Ok I actually was, still I expect one modder to do it as a joke)
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roxanna matoorah
 
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Post » Sat Nov 28, 2015 1:39 am

Imagine mothership zeta crew or Falskarr where the player character had to have lines of dialog spliced from the vanilla game. Especially for mothership zeta crew (one of the greatest mods ever in my opinion, and a must have for fallout 3)- pretty sure there's nothing in fallout 3 about being a space commander, space marines, arch angle (or any of the names used by any NPC's or factions), Olympus, serphia's, Terran Starship Command... It would be really awkward playing that mod without hearing the player character say any of those words.

I think a voiced PC is an interesting thing that has potential... But I'm afraid for what it will do to story mods. I wouldn't even still be playing fallout 3 if it weren't for some of these mods.
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Alexander Horton
 
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Post » Fri Nov 27, 2015 6:12 pm

Basically my answer is this http://www.gamesas.com/topic/1524042-main-character-voice-pack-resource-for-modding/

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TOYA toys
 
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Post » Sat Nov 28, 2015 7:20 am

  • Take all the PC dialogue subtitles from... say, the moment they emerge from the freezer or whatever.
  • Run them through a text to speech program.
  • Add a line muttered by PC to themself like "My throat... hurts... Ugh. What... what's happened to... my voice?"
  • Add what looks like a bit of implanted electronics in the PC skin texture (maybe need a unique race and a race-change-with appearance-cloning).

Congratulations, your character got given an artificial voice by the Enclave! And, with all the robots and androids running around, and the Institute making cybernetic implants for sale, no-one will even think it noteworthy enough to mention :D.

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louise fortin
 
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Post » Sat Nov 28, 2015 6:08 am

There will probably be a hundred or so stock responses your character uses over and over such as "I'll try and help if I can" which we already heard at E3 which you will probably be able to use with mod made companions as long as you don't want them to have particular in-depth conversations

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Joey Avelar
 
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Post » Sat Nov 28, 2015 8:46 am

I don't think this will be a problem. The modded dialogue will have to be silent, just as it was in FO3 and NV. I don't see what the problem is.

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Chloe Lou
 
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Post » Sat Nov 28, 2015 1:51 am

That IS the problem. It means that no one can inject their mod seamlessly into the game; without hiring both voice actors, or spot on impersonators to voice any non-generic grunts and phrases. It means that even core gameplay mechanics (if these still exist in FO4) cannot be included... Like a Speech or (Intelligence check with a comment relevant to the scenario.

... That is, unless one settles for an uncharacteristically terse or mute PC. :(
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Christina Trayler
 
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Post » Sat Nov 28, 2015 5:07 am

Yeah I'm still not seeing a problem really, there are mods that include NPCs without voiced dialog that work just fine and are playable, it will work much the same for a voiced Player Character (PC) in the main game if you add in a mod without a voiced PC. Is it obvious that you're dealing with modded content when you come across such a situation with non-voiced characters in a game with voice acting by default? Sure, but so what - voiced NPCs isn't an absolute requirement for me to enjoy a game.

I'm still playing Morrowind more than a decade after it came out, and there is very little voice acting from NPCs or the PC in that game and I enjoy playing it just fine. Having to read a PC dialog response in your own voice or just generally reading NPC / PC interactions rather than having them spoken aloud won't kill you, you know.

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Music Show
 
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Post » Sat Nov 28, 2015 8:13 am

It poses no problem mechanically for the game; but it likely annoys the hell out of the designer... It makes it not unlike a car with a replacement fender of a different color; and an ugly one at that.
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Gavin boyce
 
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Post » Sat Nov 28, 2015 1:12 am

Subtitles and reading

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Stat Wrecker
 
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Post » Sat Nov 28, 2015 6:02 am

there was some certain sarcastic undertone indeed... :-)

anyhow though, i ain't: i actually think if it's done right and gets a couple post-edits, this could work quite well.

it's been a long way from, like, "sam reciter" over "vocaloid" to "siri" etc. but it certainly has brought us somewhere. processed speech has become pretty convincing in itself.

and even if results aren't good enough for a main character, you could do about like a vocoder works:

blend audio sources. you'd like, create the processed voice for your actor, then have a human actor record the lines and process them so you'll get "the human actor speaking with the processed voice". this would 100% work, as for processed voices, it's (meanwhile) NEVER the voice that makes it sound unconvincing, but how it's used - like, how it pronounces, stresses etc, and that'd be totally eliminated by shaping it after a life actor (the method's been used in audio production for years)

and for generic npc's (or extra lines for mods), you could totally go with the processed voice anyway (and from a modder's perspective, i'd always prefer to have my player character speak with his usual voice, but in a somewhat odd fashion, than with a totally different one or no voice at all...

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Channing
 
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Post » Sat Nov 28, 2015 3:53 am

what's that?

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Sophh
 
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Post » Fri Nov 27, 2015 6:32 pm

This is a soundboard in a nutshell: http://www.soundboard.com/sb/solrosin

Not sure if that's what Gizmo has in mind.

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Bonnie Clyde
 
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Post » Sat Nov 28, 2015 4:06 am

Basically, but I meant one that was more granular, and that either saved assembled wav files, or recorded cues for the engine to play in sequence, from the game's audio assets.
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Jonathan Windmon
 
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