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Re-enable com/helmet distortion

General mod discussion and requests.
mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

Re-enable com/helmet distortion

Post by mayoko » Sun Apr 26, 2015 5:39 pm

I converted the voice files to what they should be, I'd like to test them to make sure that helmets and com distortions along with whatever else was disabled is working.


 


I am not using the helmet modulation mod, after the update (either with ttwfixes or ttw) that modulation was gone from BoS helmets. Thanks! yes


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Come again?

Post by TrickyVein » Sun Apr 26, 2015 6:08 pm

Come again?


You converted which voice files? 


I believe it worked, since a few of the team have experimented with doing the same, but the task of converting every spoken line of dialog in Fallout 3 or even just for those who wear helmets in the vanilla game seems like such an impossible, Herculean task that nobody else has done it. 


Are you saying that you did this?



mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

absolutely friend, I

Post by mayoko » Sun Apr 26, 2015 6:12 pm

Just to make some things clear if you're going to be doing this in dBpoweramp via trial/ogg vorbis codec (separate download on their website):


After starting the batch converter "ogg vorbis"  should be set to resample to 24Khz (frequency),  set to Quality (VBR) and drag the slider furthest to the right (variable bit rate is VARIABLE it will not effect quality and is efficient so long as you give it the wiggle room.), leave rest of variables "[as source]". Make sure to click "add" at the bottom right of the batch manager, Add DSP Effect > ID Tag Processing, click "Deletions" tab and select "all tags" to the right. (ID Tags have been known to cause unusual delay with radios in the FO3 engine, I don't know if this bug is present in FNV.) [Wave should be set to uncompressed and only frequency should be changed to 24Khz, repeat same step regarding ID Tags.]


Mind the format, if you are converting wav, set the filter to wave, for ogg vorbis click ogg and deselect the others. They need to be the same format, so you should be prompted for an override. The converter will remember the settings for each codec.


Don't bother converting any mp3s, the ones you need to convert are wav and ogg format. One thing to remember is bethesda softworks archives have audio files packaged with other assets, don't be fooled by file names. I recommend converting all ogg/wav files. This can be a time consuming process, but IMO worth it.


Use your favorite BSA extractor, personally I use FOMM's BSA Explorer standalone (a fork on the skyrim nexus.)


One last note, at the time of writing there are no tools capable of repackaging audio assets into Bethesda Software Archives, so you'll be loading these as loose files to your game. (Mod Organizer or NMM is excellent for managing loose files, alternatively you can backup the default contents of your music/sound folder for a painless restoration. (Another method is to use SFV ninja tool to generate a checksum file for comparison prior to dropping the loose files in.)


Edit: To make things clear and concise for those reading in 2016. [img]https://www.taleoftwowastelands.com/sites/all/modules/drupalchat/smileys/very_emotional_emoticons-png/png-32x32/exercise.gif[/img] [img]https://www.taleoftwowastelands.com/sites/all/modules/drupalchat/smileys/very_emotional_emoticons-png/png-32x32/studying.gif[/img]


Big thanks to RoyBatty for the sample rate info/advice and inspiring me to find a free method to convert the audio on a mass scale in early-mid 2015. [img]https://www.taleoftwowastelands.com/sites/all/modules/drupalchat/smileys/very_emotional_emoticons-png/png-32x32/high_five.gif[/img]


 



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

i'm being told we didn't even

Post by Puppettron » Sun Apr 26, 2015 11:31 pm

i'm being told we didn't even touch them.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

TTWFixes removes modulation,

Post by TJ » Sun Apr 26, 2015 11:54 pm

TTWFixes removes modulation, I believe. TTW doesn't.


My project Dash is on Kickstarter!



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

The helmets are modulated for

Post by RoyBatty » Mon Apr 27, 2015 1:52 am

The helmets are modulated for me and I use TTWFixes :-?


Image

mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

RoyBatty wrote:

Post by mayoko » Mon Apr 27, 2015 5:40 am

[quote=RoyBatty]


The helmets are modulated for me and I use TTWFixes :-?[/quote]


I guess the audio conversions must be working for the helmets then, or perhaps I haven't found a good example yet.


I still need help to enable intercom distortion. Roy told me to look at the BoS bunker intercom but I can't find it in falloutnv.esm.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

RoyBatty wrote:The helmets

Post by TJ » Mon Apr 27, 2015 12:39 pm

[quote=RoyBatty]The helmets are modulated for me and I use TTWFixes :-?[/quote] 


I stand corrected. I had considered removing modulation in TTW fixes. I guess I didn't after all.


 


My project Dash is on Kickstarter!



mayoko
Posts: 105
Joined: Sat Mar 21, 2015 8:42 am

does anyone have any idea

Post by mayoko » Tue Apr 28, 2015 5:00 am

[img]https://taleoftwowastelands.com/sites/all/modules/drupalchat/smileys/very_emotional_emoticons-png/png-32x32/sweetjesus.png[/img]


does anyone have any idea what is disabling intercom static? I've looked at intercoms in fnv and fo3, talking activators and their associated scripts. TTW / TTW Fixes doesn't touch them. Any ideas?? Could this be a file that's not being compiled during the installation necissary for the intercom distortion/static??



Teoyaomqul
Posts: 29
Joined: Thu Jan 16, 2014 1:39 am

Also like the recorded notes.

Post by Teoyaomqul » Tue Apr 28, 2015 5:09 am

Also like the recorded notes.  ie. the note by dad when he is saying good bye and John-us("sounds like", cant spell last name) tells him to hurry up.



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