guk Posted August 8, 2018 Posted August 8, 2018 Problem in FO4: Helmets and masks do not modulate the player voice, although the effect is there with Power Armor. This is extremely annoying with items like the Marine Recon Armor or Gas Masks. FO3 had a simple flag for headgear - [x] modulates voice - which has been removed in FO4. Did some research, there are two threads on Nexus on the topic: #1, #2 So apparently trying to apply any PA keywords or effects doesn't work, with problems like helmet being invisible or only being able to mod it in the PA crafting station. But perhaps a clever script wizard could force the voice modulation via F4SE?
AWP3RATOR Posted August 9, 2018 Posted August 9, 2018 I looked in to this awhile back as well. The voice modulation flag, as you noted does nothing in FO4. The PA voice modulation is added through a reference to a DO (default object) and like many things having to do with power armor, seems to be hard-coded in to the engine and not exposed. Another mod that does this (permanently for the player) is here. In inspecting this, it creates a new effect chain and alters the player's sound output model to use it. In this mod's implementation, it's effective as it's supposed to be permanent. What you're asking about here is the effect being active only when the player is wearing a face covering helmet. I'm only an F4SE scripting novice as I haven't really done much with it - but with papyrus by itself, I do not think it's possible to put an audio effect on the player when conditions are met and remove it when they aren't. Or at least, I can't work out how to do it - and seemingly no one has been able to crack this as it comes up periodically on nexus, reddit, and here - never seeming to have a solution. I took a quick look through the F4SE script sources and don't seem to see any functions that would allow for this either - but then again it was a quick look and I'm not an expert, as yet. What I'd hope for is a script function that could dynamically call a sound output model. We can then easily wrap that in conditions and/or attach it directly to a piece of armor.
guk Posted August 9, 2018 Author Posted August 9, 2018 Well i figured that when you can inject things like textures and colors for hair and skin, BodyGen morphs etc., then it should be possible to do that with the voice modulation as well ?
echostation Posted September 15, 2018 Posted September 15, 2018 This would likely have to be done with a F4SE DLL plugin, but it can most likely be done. It would just take the time and skill to pinpoint where that code is executed and hook into it. Not many people can do that! I certainly can't. Would kill to just have a keyword you can plop on something like a gas mask to get that sound effect.
Reginald_001 Posted September 15, 2018 Posted September 15, 2018 There is a script command called setoverridevoicetype. https://www.creationkit.com/fallout4/index.php?title=SetOverrideVoiceType_-_Actor As a lewd hack, you could try to make a new voicetype with that sound effect added, then add a script to the helmet to set the voicetype.
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