General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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ersa321
- Posts: 44
- Joined: Wed Mar 11, 2015 4:30 pm
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by ersa321 » Wed Mar 11, 2015 6:14 pm
Here is my computer info:
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Windows 8.1 64-bit
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processor Intel(R) Core(TM) I7-4710HQ @ CPU 2.50GHZ
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Memory 24.00 GB RAM (23.95 usable)
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if anyone cares GPU Nvidia GeForce GTX 980M
my load order and install log should be in the file attachments.
Both FONV UE and FO3 GoTY are steam games
I used NMM 0.53.5 to install most mods and used FOMM 0.14.11.9 to intall TTW
Symptom:
some of the sound in TTW sound different from what it sounded like in FO3:
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power armour helmet distortion sounds way off from it's original in FO3 (it kind of adds an electric popping or buzzing effect to the voice)
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there is no voice distortion in voices that come through holotapes or communicators (an example of this is when Jonas talks to your dad through the intercom at your tenth birthday party in the Growning UP Fast quest from FO3, it sounds way to clear)
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Prototype Medic Power Armour from Old Oleny is silent and other misc npc's have no sound when they talk (mainly the super mutants captives)
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gunshots in the distance sound like there being fired very close to my character, regardless of distance and it's hard to find where they're being fired from.
I've tried reinstalling TTW with the latest FOMM (0.14.11.12) with no effect and sorry about the above mess
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TrickyVein
- Posts: 982
- Joined: Fri Mar 29, 2013 3:04 pm
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by TrickyVein » Wed Mar 11, 2015 10:18 pm
[quote=ersa321]
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power armour helmet distortion sounds way off from it's original in FO3 (it kind of adds an electric popping or buzzing effect to the voice)
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there is no voice distortion in voices that come through holotapes or communicators (an example of this is when Jonas talks to your dad through the intercom at your tenth birthday party in the Growning UP Fast quest from FO3, it sounds way to clear)
[/quote]
The team has found the cause of this, long-standing issue which has been plaguing TTW since the before-days and is currently working towards finding a solution.
If you're curious, it's caused by differences in the sampling rate between Fallout 3's and NV's sounds for voices. Until we implement a solution, there's really nothing we can do about it EXCEPT completely removing the distortion effect in some cases like for holotopes, which you observed.
[quote=ersa321]
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gunshots in the distance sound like there being fired very close to my character, regardless of distance and it's hard to find where they're being fired from.
[/quote]
You can also blame NV's engine for this one. Here's a mod which you could try which addresses gunshot firing sounds.
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ersa321
- Posts: 44
- Joined: Wed Mar 11, 2015 4:30 pm
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by ersa321 » Wed Mar 11, 2015 11:36 pm
what about the muted Prototype Medic Power Armour is there a fix for this and would armour replacer mod cause this (I'm using the type 3m armour replacer)
edit: after switching from the various type 3 armour replacers that were in my load order on this thread to the T6M mod with the TTW T6M esp. This resulted in the Prototype Medic Power Armour being able to now talk and previously mute npc's are now talking (wasteland captives, do not know about Doc Barrows).
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RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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by RoyBatty » Wed Mar 18, 2015 8:17 pm
Sounds like the issue with the "what do you need" topic. Should be fixed in next release.
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ersa321
- Posts: 44
- Joined: Wed Mar 11, 2015 4:30 pm
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by ersa321 » Sat Mar 21, 2015 4:07 am
Doc Barrows now talks and can now start Reilly's Rangers the normal way, though there is a minor issue of the minigun having no sound when firing occasionally.
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RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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by RoyBatty » Sat Mar 21, 2015 4:08 am
The minigun and gatling laser sounds are a vanilla issue.
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mayoko
- Posts: 105
- Joined: Sat Mar 21, 2015 8:42 am
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by mayoko » Sun Mar 22, 2015 5:11 am
so on the topic of sound, for example when at the vault birthday party, I notice that the overseer's lips move faster and slower than the audio, is there any solution for this? I vaguely recall something about this issue in FO3 but I do not use any custom codecs.
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ersa321
- Posts: 44
- Joined: Wed Mar 11, 2015 4:30 pm
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by ersa321 » Sun Mar 22, 2015 9:35 am
Ashur's speech in the pitt dlc is somewhat amusing, the projected voice isn't in time with Ashur's normal voice and because of this the projected voice only says half of the speech (with Ashur's normal voice saying the other half of the speech at the same time as the projected voice)
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RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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by RoyBatty » Sun Mar 22, 2015 12:58 pm
I noticed that too, but it could be TTWFixes or something else causing it.
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mayoko
- Posts: 105
- Joined: Sat Mar 21, 2015 8:42 am
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by mayoko » Mon Mar 23, 2015 1:47 am
I also noticed that I can hear people talking full blast in other rooms which, for example if you happen to be in a crowded space (such as the vault) you can't really keep track of some conversations because of it, other than subtitles of course.
I don't think I should be able to hear dad, doctor and stanley in medbay from the class room as one example