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Having a few sound issues in TTW

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ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

Having a few sound issues in TTW

Post by ersa321 » Wed Mar 11, 2015 6:14 pm

Here is my computer info:




  • Windows 8.1 64-bit


  • processor Intel(R) Core(TM) I7-4710HQ @ CPU 2.50GHZ


  • Memory 24.00 GB RAM (23.95 usable)


  • 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:




  • 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)


  • 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)


  • 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)


  • 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

ersa321 wrote:

Post by TrickyVein » Wed Mar 11, 2015 10:18 pm

[quote=ersa321]




  • 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)


  • 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]




  • 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.



ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

what about the muted

Post 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

Sounds like the issue with

Post 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

Doc Barrows now talks and can

Post 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

The minigun and gatling laser

Post 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

so on the topic of sound, for

Post 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.



ersa321
Posts: 44
Joined: Wed Mar 11, 2015 4:30 pm

Ashur's speech in the pitt

Post 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

I noticed that too, but it

Post 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

I also noticed that I can

Post 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



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