The problem with dialogue modding and voiced protagonists

Post » Fri Feb 12, 2016 6:15 pm

I was wondering if anyone else has been thinking about this issue: With a voiced protagonist, any new lines spoken by him/her would have to be silent or recycled from the original voice acting. Unless you can find a convincing voice actor with a similar voice.



Do we have any quest/dialogue modders here who have plans for dealing with this? Full sentence dialogue options that are silent would be the easiest option and also gives you more freedom in what the player character says. At the same time, there are so many generic 'I will do what you are asking of me' protagonist lines that re-using or editing those voice files could kinda work.

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Christine Pane
 
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Post » Fri Feb 12, 2016 8:17 am

Well I'll be using the silent voice mods as soon as I get it so it's not an issue for me.
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Cameron Garrod
 
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Post » Fri Feb 12, 2016 9:12 am

I'm already using a silent voice mod so I'll be happy if there would be no player voice in quest mods.

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Laura Hicks
 
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Post » Fri Feb 12, 2016 9:37 am

That was one of the issues, among many others, that the community voiced in regards to a voiced protagonist.



As others have said though, it'd probably be best if people just download a silent protag mod.

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Laura Hicks
 
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Post » Fri Feb 12, 2016 5:34 pm


Yes! I've been thinking about this a lot and have talked to anyone/everyone who will talk to me about it.



This is how I feel about it today after three months of considering what to do with the talking protag, listening to what other people think about the voiced protag and playing at least 350 hours with the voiced protag:



- I do not want to create a silent protag in a mod that will be integrated into a game with a voiced protag. I find that kind of inconsistency very jarring when I'm playing.



- I see zero problems recycling vanilla dialogue for simple quest mods, simple companions, etc. If there isn't a lot of storytelling to be done, there isn't a great need for situation specific dialogue for the protag. The NPC dialogue can easily carry the weight of what you need to do, the challenge presents itself when you need to do more with characters, the player, etc.



- My current plan is to start writing this week. If I can't manage to create the mood I want for a companion I'll rethink my options then. I've already gone through the player dialogue and have pulled out about 2K lines each for male/female protag.

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Maya Maya
 
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Post » Fri Feb 12, 2016 3:09 pm

Personally I'd be fine with silent protag dialogue. I'd be more concerned about the 4 topic limit being a limiting factor on what you can do as far as options.

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megan gleeson
 
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Post » Fri Feb 12, 2016 11:18 am

I'm not yet using a silent mod but probably will. Not terribly liking the male voice.



Already using a "non-wheel" dialogue mod.



I think the two together will help resolve this issue - but yes, this is a problem for story content modders.

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noa zarfati
 
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Post » Fri Feb 12, 2016 10:35 am

Guess we'll have to see how things look in the Creation Kit and whether dialogue mods would allow us to go over the limit.



Otherwise you could awkwardly make that work by having 3 dialogue options and 1 'more...' option to get to the rest.




I personally have a story in my head that would require quite a bit of dialogue on the player side, but the only person being interacted with would be an AI through a computer so I think I can easily get away with silence. Also, I'm pretty excited about the way you can easily play holotapes through the pipboy, both voice and text logs.

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K J S
 
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