Nessa Posted August 25, 2014 Posted August 25, 2014 Just recently updated and I'm noticing sounds are continuing after an animation has been completed. Latest SoS and latest Sexout. Not sure if this issue was present in previous SoS versions as I've just started to do some Sexout testing. SexoutNG voices are turned off via MCM. Anything else I should consider? (Knowing me this is probably something really simple!)
t3589 Posted August 25, 2014 Author Posted August 25, 2014 (edited) Just recently updated and I'm noticing sounds are continuing after an animation has been completed. Latest SoS and latest Sexout. Not sure if this issue was present in previous SoS versions as I've just started to do some Sexout testing. SexoutNG voices are turned off via MCM. Anything else I should consider? (Knowing me this is probably something really simple!) It's because of the KD difference. I'm surprised I haven't heard from anyone before you. Long story short. I took accounting for knock down out during all of the recent NG changes. I thought I was waiting on a new function in NG that indicated when KD happened so I could add it back in. But then I got busy doing other things and probably missed it if it's already in. I'll work something out and post an update sometime this week that fixes it, along with a few other minor changes. EDIT: OK I fixed it. Just fyi I applied the stop across the board when KD begins, except in the case of victims who should continue to moan until they get up (minus sex noises). I also made the menu a bit more understandable. Edited August 26, 2014 by t3589
t3589 Posted August 26, 2014 Author Posted August 26, 2014 Updated to SOSoundReplacer-20140826: - sex end fix - menu tweaks
BoondockSaint Posted August 26, 2014 Posted August 26, 2014 Stupid question: What I have to disable is SoNG 'use voices' and 'use in-game voices', correct?
t3589 Posted August 26, 2014 Author Posted August 26, 2014 Stupid question: What I have to disable is SoNG 'use voices' and 'use in-game voices', correct? NG settings do not affect this mod in any way. However, if you don't want to hear NG playing sounds while this mod also plays sounds, then yes.
Nessa Posted August 27, 2014 Posted August 27, 2014 Just did a bunch more Sexout testing with the new version. It seems the sounds are continuing to go at least for "rape" conditions. Haven't checked standard sequences yet.
t3589 Posted August 27, 2014 Author Posted August 27, 2014 Just did a bunch more Sexout testing with the new version. It seems the sounds are continuing to go at least for "rape" conditions. Haven't checked standard sequences yet. Right I applied it so that the victim will continue playing voices until they get up. Noises should stop though. Also, if it's consensual all sounds should stop on orgasm. I did this just to see how it played out for victims. I thought it was nifty. What do you guys think?
Nessa Posted August 27, 2014 Posted August 27, 2014 It seems voices stop after the dialog callback is completed. For rape situations that is. So they do end but it's a bit disconcerting. Maybe I have my player voice setup differently, but it sounds like climaxing sounds -after- things are over. If it was perhaps sounds from Sex Level 1 (soft sounds) it might work.
BoondockSaint Posted August 27, 2014 Posted August 27, 2014 NG settings do not affect this mod in any way. However, if you don't want to hear NG playing sounds while this mod also plays sounds, then yes. Hey, If in the instructions sections I read 'Disable SexoutNG sounds in MCM', I do what I'm told
t3589 Posted August 27, 2014 Author Posted August 27, 2014 It seems voices stop after the dialog callback is completed. For rape situations that is. So they do end but it's a bit disconcerting. Maybe I have my player voice setup differently, but it sounds like climaxing sounds -after- things are over. If it was perhaps sounds from Sex Level 1 (soft sounds) it might work. Disconcerting to hear the victim voices continue you mean? What I meant was, it stops when SexoutNG orgasms. ie. Just before KD. I plan to work Spunk into this at some point which should tighten things up. Right now it's on a mock meter with a rolling tempo, built around an average NG duration of 60 seconds or more. Maybe I should add separate knock down voices?
t3589 Posted August 27, 2014 Author Posted August 27, 2014 Hey, If in the instructions sections I read 'Disable SexoutNG sounds in MCM', I do what I'm told Right you're not the first and it's not your fault. I put that in there due to complaints that NG voices could still be heard. lol Also some people actually customize NGs sound slots with custom sounds, and then use this mod in conjunction with them. It is entirely doable to mix and match. This is why I left it to the player to disable NGs sounds.
Nessa Posted August 27, 2014 Posted August 27, 2014 Ok now I'm confused! KD refers to when the two actors fly apart after an animation sequence right? In that particular case, no, the sounds don't stop IF there is a dialog callback. The sounds continue until the dialog callback package completes. There's a zipper sound after the end of the dialog callback and sounds cease after that. Also, is the zipper thing new? I don't remember that.
t3589 Posted August 28, 2014 Author Posted August 28, 2014 Ok now I'm confused! KD refers to when the two actors fly apart after an animation sequence right? In that particular case, no, the sounds don't stop IF there is a dialog callback. The sounds continue until the dialog callback package completes. There's a zipper sound after the end of the dialog callback and sounds cease after that. Also, is the zipper thing new? I don't remember that. Ahh I see. Will look into it. No on the zipper. It's been there for some time.
t3589 Posted August 28, 2014 Author Posted August 28, 2014 Updated to SOSoundReplacer-20140828: - sex end refix
panthercom Posted September 2, 2014 Posted September 2, 2014 There are some interesting sound files here: http://www.nexusmods.com/fallout3/mods/13237/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D13237&pUp=1 It seems the mod creator actually hired two of the voice actors used in the game? It might be a nice swap for the 'taking damage' rape voices.
t3589 Posted September 2, 2014 Author Posted September 2, 2014 There are some interesting sound files here: http://www.nexusmods.com/fallout3/mods/13237/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D13237&pUp=1 It seems the mod creator actually hired two of the voice actors used in the game? It might be a nice swap for the 'taking damage' rape voices. Those are interesting, thanks. That's one serious modder. I'll have some fun going through these. Hey, weren't you supposed to do some male voices? lol Just giving you the business. No pressure. Yeah I'd love to have some genuine sex voices from the original voice actors. The combat voices work fairly well imo. Most of the time that is. I think most people have grown accustomed to experiencing them in the forced context. Because of this, they automatically categorize the sounds as rape. Which is understandable. The problem then for this mod becomes one of necessity. I have to use the combat voices because that's all I have if I want NPCs to sound like themselves. The purpose of the NPC voices in the data file is to include as many voices from NPCs as possible so that the player doesn't have to go through all of the files in the BSAs. However, the voices in data were never really meant to be an install, but a provided resource that the player can use for their own customizations. It's just presented as an install, so that players who aren't into detailing their game can install and go. I myself don't use all of the files in this mods voice data. In short, the full potential of this mod can only be realized through customization.
Nessa Posted September 3, 2014 Posted September 3, 2014 Just did some new testing, and sounds are working as expected! Thanks for the fixes!
panthercom Posted September 3, 2014 Posted September 3, 2014 I just about have my other voice acting obligations finished; I haven't forgotten about you. I have some other surprises planned for the group as well; I hope ya'll like robots....
panthercom Posted September 3, 2014 Posted September 3, 2014 As promised: http://www.loverslab.com/topic/36279-fisto-sexbot/?p=912606 :)
t3589 Posted September 7, 2014 Author Posted September 7, 2014 Updated to SOSoundReplacer-20140907: - added strapon accounting (SCR required). - switched gag list from vendor list to clothing list.
t3589 Posted December 2, 2014 Author Posted December 2, 2014 Quick heads up. I'm in the process of splitting up spoken dialog. Soon there will be a new data pack, and a new esp with the option to turn spoken dialog lines on or off. Stay tuned.
t3589 Posted December 10, 2014 Author Posted December 10, 2014 Updated to SOSoundReplacer-20141210: - added play spoken voice option - separated spoken voices - updated data files - update docs
BoondockSaint Posted December 12, 2014 Posted December 12, 2014 Cool! I updated data files and the esp, but you explain what are these? SOSoundReplacerSpcFX-LoudV1.7z SOSoundReplacerSpcFX-QuietV1.7z SOSrFemaleVoice01.7z I asume, by their names, what spcfx loud and quiet may be. But what's the other one? A different voice of whats inside the data files?
t3589 Posted December 12, 2014 Author Posted December 12, 2014 Cool! I updated data files and the esp, but you explain what are these? SOSoundReplacerSpcFX-LoudV1.7z SOSoundReplacerSpcFX-QuietV1.7z SOSrFemaleVoice01.7z I asume, by their names, what spcfx loud and quiet may be. But what's the other one? A different voice of whats inside the data files? The special fx are no longer included in the data pack. So if you want them, install one of the special fx packs. I prefer loud, but if you play with headphones on, that might be a little overbearing. It's a sample custom female voice for the player. You overwrite the blank files in the /sound/fx/SOSr/voiceA-C directories with them. Then choose voice A-C in the mods settings in game, corresponding to where you put them. I'm currently working on releasing another female pack, but I still lack any male voice files to make a male sampler.
t3589 Posted December 19, 2014 Author Posted December 19, 2014 Updated to SOSoundReplacer-20141220: - minor tweaks
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