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New Vegas NPCs missing voices.

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Metal_Izanagi
Posts: 17
Joined: Fri Jan 18, 2013 1:18 am

New Vegas NPCs missing voices.

Post by Metal_Izanagi » Sun May 25, 2014 11:35 pm

System Specs:


Windows 7 Ultimate(64-bit)


AMD FX(tm)-4100 Quad-Core Processor 3.60 GHz


8 GB RAM


I know nobody cares about my graphics card, but I took offense to that line, so...


EVGA NVIDIA GTX 550 TI.


 


FOMM, 0.14.10.8. Installed TTW with the regular version, but I'm currently using a modified version from LL, that handles some stuff better.


Install log is attached below.


Current Load Order:




[collapsed title=Active Mod Files]00  FalloutNV.esm

01  DeadMoney.esm

02  HonestHearts.esm

03  OldWorldBlues.esm

04  LonesomeRoad.esm

05  GunRunnersArsenal.esm

06  CaravanPack.esm

07  ClassicPack.esm

08  MercenaryPack.esm

09  TribalPack.esm

0A  Fallout3.esm

0B  Anchorage.esm

0C  ThePitt.esm

0D  BrokenSteel.esm

0E  PointLookout.esm

0F  Zeta.esm

10  TaleOfTwoWastelands.esm

11  Mart's Mutant Mod.esm

12  CFWNV.esm

13  Companion Core.esm

14  EVE-900.esm

15  LDFemalePowerArmorPack.esm

16  Project Nevada - Core.esm

17  Project Nevada - Equipment.esm

18  Project Nevada - Extra Options.esm

19  The.Armory.esm

1A  WMVM.esm

1B  Lings.esm

1C  EnclaveCommanderMarine.esm

1D  HDTshop.esm

1E  T6M Equipment Replacer NV.esm

1F  NevadaSkies.esm

20  JIP Selective-Fire.esm

21  Shogo_Heavy_Industries.esm

22  RobCo Certified.esm

23  Daughters of Ares.esm

24  TTWFixes.esm

25  Existence2.0.esp

26  imperial guard.esp

27  Colossus NV.esp

28  Ghost Variants.esp

29  EMR-StealthSuitMkII.esp

2A  Project Nevada - Sisters of Battle.esp

2B  Project Nevada - NV 40k Space Marine Armor.esp

2C  RCSS.esp

++  Mart's Mutant Mod.esp

2D  Mart's Mutant Mod - Zones Respawn.esp

++  Mart's Mutant Mod - Natural Selection.esp

++  Mart's Mutant Mod - Tougher Traders.esp

++  Mart's Mutant Mod - Master Menu Module.esp

2E  Project Nevada - Rebalance.esp

2F  Project Nevada - Cyberware.esp

30  NVWillow.esp

31  Daughters of Ares.esp

32  TTW_StashPackOptions.esp

33  TTW_NoKarmaDCFollowers.esp

34  TTW_Bobbleheads.esp

35  TTW_MoreCookingItems.esp

36  TTW_XPReduction.esp

37  CASM.esp

38  DynamiCamera.esp

39  The Mod Configuration Menu.esp  [Version 1.5]

3A  The Weapon Mod Menu.esp  [Version 1.2]

3B  A Better Cass.esp

3C  Better Burned Man.esp

3D  populatedcasino.esp

3E  Project Nevada - Cyberware Additions.esp

3F  Project Nevada - Rebalance Complete.esp

40  Project Nevada - All DLC.esp

++  PA Footsteps.esp

++  NoMainStoryUltimatums.esp

41  Four Traits v1.esp

42  Killable Children.esp

43  More Perks.esp

44  LFox Missing Ammo Recipes.esp

45  LFox Missing Ammo Recipes HH DLC.esp

++  Better Binoculars High.esp

46  HDTshop.esp

47  RobCo Certified Friendly Hit Fixer.esp

48  Color Me Evil - Cass.esp

49  dD - Enhanced Blood Main NV.esp

4A  NVDLC04 Allegiance w Duster.esp

4B  WeaponJammingNoReloadJams.esp

4C  WeaponModsExpanded.esp

4D  WMX-ModernWeapons.esp

4E  Vurt's WFO.esp

4F  TTW_SuperMutantRebalance.esp

50  TTW_AnchorageCustomization.esp

51  Jackal.esp

52  NV Fatal Headshots.esp

53  Sentry Bot Toy.esp

++  PNxEO MCMScriptFixes.esp

54  BulletBreakdowns.esp

++  The.Armory.Leveled.List.Dead.Money.Patch.esp

++  The.Armory.Leveled.List.Honest.Hearts.Patch.esp

55  The.Armory.Leveled.List.Lonesome.Road.Patch.esp

++  The.Armory.Leveled.List.Old.World.Blues.Patch.esp

56  The.Armory.Leveled.List.Concise.esp

++  The.Armory.HonestHearts.PatchV2.esp

57  CyberEve.esp

++  LFox Archimedes The Nuke.esp

58  LFox Missing Ammo Recipes GRA DLC.esp

59  Vending Machines of The Wastes.esp

++  CFW-DLC.esp

5A  CFW-PN-DLC.esp

5B  WMX-POPMerged.esp

5C  WMX-DLCMerged.esp

5D  Project Nevada - TTW.esp

++  TTW_CompanionWheelFixesForReal.esp

5E  ttwspeechchecks.esp

5F  TTW Perk Overhaul.esp

60  wmx-ttw-unified.esp

61  LucyWestCompanion.esp

62  Ammo recipes.esp

63  KerberosPanzer-lower dt.esp

64  megaton_walkway_1.01.esp  [Version 1.0]

65  RESIDENT EVIL PACKNV.esp

66  citadel_fix-for_v2-4a.esp

++  ttw24_plbulbmiscitemofffixed.esp

++  ttw24afollowerfirehirefix.esp

++  ttw_introvideofix.esp

67  ttw_operationbypassanchorage_0.esp

68  Follower Amata ULTIMATE.esp

69  NevadaSkies - TTW Edition.esp

6A  NCR Rearmament v1.5 (Lore).esp

6B  CNR_Beta.esp

6C  SecretStash80.esp

6D  Resident Evil - Jill Valentine Race.esp

++  My Veronica Replacer.esp

6E  Daughters of Ares - CouriersStash.esp

++  Daughters of Ares - Lings Patch.esp

++  radiofix.esp

6F  ED-E Replacer.esp

70  L.E.A.N.E.esp

71  JIP Companions Command & Control.esp

72  HalfwayHouse.esp

73  FlashlightNVSE.esp

74  UHNV.esp

75  UHNV-More Mannequins.esp

76  UHNV-Dead Money.esp

77  UHNV-Honest Hearts.esp

78  UHNV-OWB.esp

79  UHNV-Lonesome Road.esp

7A  UHNV-Entrance Tool Addon.esp

7B  TTW_Transportalponder.esp

++  TTW_JIPSelectiveFire_Support.esp

7C  Bashed Patch, 0.esp[/collapsed]



 


Symptoms:


Upon travelling to Nevada, Doc Mitchell had no voice as he went through the motions of waking me up, having me walk to the vigor-tester, etc. All of that went fine. When I got to the door, I talked to him, got the line about getting my stuff back, and then he auto-initiated the dialogue, repeating it, with no voice of course. Didn't get item duplicates or anything, so I'm tempted to chalk that up to being too eager to get out of there and go talk to someone else, and see if they had a voice. It's happened a couple of other times, where I jump the gun and make someone repeat themselves, because they're scripted to talk about something.


I went outside, no adverse gameplay effects, apart from Victor also not having a voice. Stopped what I was doing to post here, to see if anyone knows what's up. I'll edit this in a few minutes if necessary, and confirm if it's just those two, or if everyone in New Vegas is missing their voices. Something I feel I should note as well is that the Protectron in the Super Duper Mart didn't have a voice. The water beggars were fine, though, as was every other NPC I encountered in the DC side of things. All other Protectrons had their voices. The Metro ones did, as did a UN Protectron added by MMM. Seems like just the Super Duper Mart one was missing his voice. (Its voice?)


This is the first abnormality I've encountered in the game so far, aside from the Rock-It Launcher being buggy, though I've been informed that that particular problem is due to how the RIL is hard-coded. Every other weapon works fine, haven't had any missing meshes or textures, nothing at all that was "weird" or "off" besides the Super Duper Mart Protectron being mute. Seems like Nevada has turned into a state of mutes, in my game.


 


What you have already tried?:


I popped open all of my mods in the latest FNVEdit, and after reading some other forum posts, checked to see if anything was touching "Ain't That A Kick In The Head?" Nothing was, apart from FalloutNV.esm and TaleofTwoWastelands.esm. Nothing else was touching Doc Mitchell, or his dialogue, either.


My copy of Fallout 3 is the Steam GOTY Edition, and New Vegas is, obviously, on Steam as well, with all DLC purchased on the day they released.(Just in case there might be some weirdness with the ultimate edition of New Vegas. Probably not, but better to be sure, eh?)


 


Edit: Made a quick edit to fix the spoiler tag on the load order. Wrye Flash didn't format it the way this forum does.


 


Edit #2(3 Technically, since I hit the button twice on accident when messing with the spoiler formatting.) : Can confirm that at the very least, everyone in Goodsprings is missing their voice. They don't move their lips, either. Doc Mitchell actually did have one line, during "Ain't That A Kick In The Head?" but I forget exactly what it was. After that, he never spoke again, though. The game is playable in this state, just...very strange. Kinda creepy, even. I'm tempted to stick the Silent Hell mood from Nevada Skies on, and run it like that until I can figure out what's going on here.


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plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Sounds like maybe your fnv

Post by plumjuice » Mon May 26, 2014 12:10 am

Sounds like maybe your fnv voices bsa is corrupted. Backup your fallout_default.ini (as well as fnv esms if you cleaned them) and verify your game cache through steam.


Its highly unlikely that this is caused by TTW itself (if it is even a mod issue). And when I say highly unlikely, you couldnt possibly fathom the degree to which I mean it.


Also, the Rock It Launcher is broken for the foreseeable future.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

You also have 124 mods active

Post by JaxFirehart » Mon May 26, 2014 1:56 am

You also have 124 mods active, which is really pushing the upper limit.



Metal_Izanagi
Posts: 17
Joined: Fri Jan 18, 2013 1:18 am

plumjuice wrote:

Post by Metal_Izanagi » Mon May 26, 2014 2:10 am

[quote=plumjuice]


 


Sounds like maybe your fnv voices bsa is corrupted. Backup your fallout_default.ini (as well as fnv esms if you cleaned them) and verify your game cache through steam.


Its highly unlikely that this is caused by TTW itself (if it is even a mod issue). And when I say highly unlikely, you couldnt possibly fathom the degree to which I mean it.


Also, the Rock It Launcher is broken for the foreseeable future.


[/quote]


I'll do that, and see if it fixes it. If not, on to plan B:


[quote=JaxFirehart]


 


You also have 124 mods active, which is really pushing the upper limit.


[/quote]


I'll prune my mod list a bit.


 


Edit: Just deleted and verified the game's cache, with no change in the voice problem. I've dropped the number of mods to around 115, and it seems to still be happening. Should I try going to around 100, at most, or even lower?



Metal_Izanagi
Posts: 17
Joined: Fri Jan 18, 2013 1:18 am

Okay, I fixed it. Normally I

Post by Metal_Izanagi » Mon May 26, 2014 4:37 am

Okay, I fixed it. Normally I hate double-posting, but I'd like anyone that might have this problem, or something similar, to see the solution. It made me feel pretty damn stupid, but it makes sense, in a way. The BSA wasn't corrupt, and it indeed was not the fault of TTW, or any other mod. The BSA wasn't even getting loaded into the game, because I'm an idiot/didn't notice this. I feel like an idiot, though, for not checking there to begin with.


I looked the problem up, to see if anyone was having the issue in vanilla New Vegas, or non-TTW New Vegas, to see if I could find more examples. Ended up with this thread:


http://forums.nexusmods.com/index.php?/topic/559211-all-npc-voices-sound-gone-o/


It's a Skyrim thread, but it applied to the issue I was having. Just to humor myself more than anything, I looked, and...yep. This was a line in my ini files:


SArchiveList=Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


Guess what "Fallout - Voices.bsa" is named in my directory?


Fun fact: It's not "Fallout - Voices.bsa."


True fact: It's "Fallout - Voices1.bsa."


Changed the line in all of my .ini files to read:


SArchiveList=Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


And BAM. Victor was back to being an annoying rolling cliche, and Goodsprings is back to being well, Goodsprings, and not a bunch of mute telepaths.


 


tl;dr: If you find a bunch of stuff from the base game in Skyrim, Oblivion, New Vegas, or even Fallout 3, if you're not playing TTW for some reason, check the "SArchiveList" line in your ini files. There's a decent chance that you missed something while messing about in there, like I did. Sorry for wasting your time, plumjuice and JaxFirehart. If nothing else, I'll take this as a lesson that even a guy like me, with way too many mods, and way too much time spent playing around with different combinations of stuff, can miss something that simple.



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