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Posted
12 minutes ago, waiyan said:

Any plan for Sex Em Up?

Maybe after boston devious helper and advanced support for AAF Violate ;) 

Posted
17 minutes ago, yaminokiros1 said:

Does the Harassment voices only have male approache voices?

For now yes (the mod does not support multiple harasser voices out of the box). I may add female support in the future.

Posted (edited)

I don't know if anyone has already posted it here, but, in the AAF Violate, the voices are working for everyone, without problems, except for the player. He has no voice, but the NPC's are OK. I tried with female, male and shemale player, nothing. Any ideas I can make? I've already tried uninstalling the mod, even deleting it, and reinstalling it but nothing.

Edited by Moacir Jr
Posted
11 hours ago, Moacir Jr said:

I don't know if anyone has already posted it here, but, in the AAF Violate, the voices are working for everyone, without problems, except for the player. He has no voice, but the NPC's are OK. I tried with female, male and shemale player, nothing. Any ideas I can make? I've already tried uninstalling the mod, even deleting it, and reinstalling it but nothing.

Are you sure no other mod overwrite this one and you don't have any "wav" file for the player voice provided by another aaf violate voice mod?

  • 2 weeks later...
Posted

I am using MCG voice. I have issue where Far Harbor has no vanilla player voice on all dialogs. When I disabled the ESP, the voice came back. However, when I save game, the game crashed. Do you have any suggestion on how to troubleshoot this? Thanks. (I tried using 2.2.0 version and the latest one 2.3.4).

Posted
On 7/9/2024 at 1:07 AM, bdsan said:

I am using MCG voice. I have issue where Far Harbor has no vanilla player voice on all dialogs. When I disabled the ESP, the voice came back. However, when I save game, the game crashed. Do you have any suggestion on how to troubleshoot this? Thanks. (I tried using 2.2.0 version and the latest one 2.3.4).

I didn't tested with far harbor, I'll look at it ASAP.

Posted

I tried to reproduce but without success... On my clear game, both MCG with and without my patch don't seems to interfere with vanilla dialogs on far harbor and MCG seems to stay correctly voiced with the patch.

 

With which dialogs/actor do you have the issue ?

Posted

Hi, I am using this mod and most of the time it works great but I got into one problem. I am using it with M.C.G. and Commonwealth Captives and when I tried M.C.G. dialogs on any Female Settler recruited with Commonwealth Captives they all have male voices. No problem with any other NPCs.

Posted
51 minutes ago, Franzz0 said:

Hi, I am using this mod and most of the time it works great but I got into one problem. I am using it with M.C.G. and Commonwealth Captives and when I tried M.C.G. dialogs on any Female Settler recruited with Commonwealth Captives they all have male voices. No problem with any other NPCs.

It may be because commonwealth captives have the wrong gender... I'll look into it to confirm then, if confirmed, provide a patch :) 

Posted
2 hours ago, nasgektw said:

It may be because commonwealth captives have the wrong gender... I'll look into it to confirm then, if confirmed, provide a patch :) 

 

Commonwealth Captives spawns actors from a LeveledActor (basically identical to how workshop settlers are spawned), so many kinds of gender checks will incorrectly claim the females are male. In papyrus you have to explicitly check the LeveledActorBase's gender instead of the ActorBase's gender, I don't know how you go about it in other parts of the game engine.

Posted
21 hours ago, nasgektw said:

It may be because commonwealth captives have the wrong gender... I'll look into it to confirm then, if confirmed, provide a patch :) 

That would be great. These settlers have correct voices via vanilla dialog only on M.C.G. dialog they all have male voices.

Posted
20 hours ago, vaultbait said:

 

Commonwealth Captives spawns actors from a LeveledActor (basically identical to how workshop settlers are spawned), so many kinds of gender checks will incorrectly claim the females are male. In papyrus you have to explicitly check the LeveledActorBase's gender instead of the ActorBase's gender, I don't know how you go about it in other parts of the game engine.

Ok I double checked and it looks like I was wrong, that is not problem with Commonwealth Captives settlers but all spawned generic settlers except the ones that was present in the game from beginning.

Posted
1 minute ago, Franzz0 said:

Ok I double checked and it looks like I was wrong, that is not problem with Commonwealth Captives settlers but all spawned generic settlers except the ones that was present in the game from beginning.

 

Yes, odds are you'll see similar behavior from any NPCs based on a LeveledActor, including generic raiders, gunners, scavvers, CoA, BoS... basically only "unique" female actors will have a correct ActorBase gender and generic ones need their LeveledActorBase gender checked instead.

Posted (edited)
3 hours ago, vaultbait said:

 

Yes, odds are you'll see similar behavior from any NPCs based on a LeveledActor, including generic raiders, gunners, scavvers, CoA, BoS... basically only "unique" female actors will have a correct ActorBase gender and generic ones need their LeveledActorBase gender checked instead.

Fixed in version 2.3.5 :)

TSEX Hardship voice had the same issue, it is fixed as well.

 

I've also been able to reproduce an "unvoiced leveled actors" bug for newly spawned settlers, but a simple game reload fix it every time.

=> I suspect it is and MCG bug, I won't fix it.

 

For the news : I'm still working on Boston Devious Helper but it has soooo many voice lines, it takes ages to review all of them and I want to play the game as well so I took a little break but I'll get back to it soon ;) 

Edited by nasgektw
Posted
On 7/12/2024 at 10:27 PM, nasgektw said:

I tried to reproduce but without success... On my clear game, both MCG with and without my patch don't seems to interfere with vanilla dialogs on far harbor and MCG seems to stay correctly voiced with the patch.

 

With which dialogs/actor do you have the issue ?

Sorry for the delay replying.

 

Most Far Harbor seems to be impacted, main quest, etc. Only female player voice was muted. 

Posted
On 6/26/2024 at 10:49 PM, nasgektw said:

For now yes (the mod does not support multiple harasser voices out of the box). I may add female support in the future.

I did wonder!  I just installed all 3 files (Attributes, Violate and Harassment) which resulted in a few conflicts, both with each other and other mods, but I used Vortex and some guesswork to resolve them. At first I thought I had messed up as the first NPC to harass my PC was Cait and she spoke with a male voice! 

 

I will set approaches to male-only for now. 

  • 2 weeks later...
Posted

Just a quick update : I haven't quit, I'm still working on boston devious helpers.

I made a first voice generation, I need to regenerate the bad voices, do some cleanup, tests and fixes, it may take few more days but it's comming to an end :)

12 823 voice lines to generate and review takes quite a long time... I had to take some breaks to not become crazy... -_-'

Posted (edited)

Just a quick update : I haven't quit, I'm still working on boston devious helpers.

I made a first voice generation, I need to regenerate the bad voices, do some cleanup, tests and fixes, it may take few more days but it's comming to an end :)

12 823 voice lines to generate and review takes quite a long time... I had to take some breaks to not become crazy... -_-'

 

Update: By analyzing Boston Devious Helper way of working, I may have found a new and easier way to implement the custom voices... But it uses more CPU, I'll try it. (the mod author used a lots of very good implementation tricks focused on optimization, that's a gold mine for modders!)

 

Spoiler

 If we register a script on an alias, we can do stuff like this :

 

ScriptName DialogAlias Extends ReferenceAlias

Group CoreProperties
  VoiceType Property MaleVoice Auto
  VoiceType Property FemaleVoice Auto
  Actor Property NPCFCait Auto
  Actor Property NPCFPiper Auto
EndGroup

Actor Property DialogActor Auto hidden

Event OnAliasInit()
  Parent.OnAliasInit() 
  DialogActor = Self.GetActorReference()
  Self.StartTimer(0.5, 0) ; This will trigger 0.5 seconds after init
EndEvent

Event OnTimer(Int aTimer)
  Actor newDialogActor = Self.GetActorReference()
  If DialogActor != newDialogActor ; If the actor changed
    If DialogActor ; If we had an actor, we reset its voice
      DialogActor.SetOverrideVoiceType(None)
    EndIf
    If newDialogActor ; If we have a new actor, we set its voice depending on what we want
      If newDialogActor == BDH_NPCFCait || newDialogActor == BDH_NPCFPiper
        newDialogActor.SetOverrideVoiceType(None)
      ElseIf newDialogActor.GetLeveledActorBase().GetSex() == 1
        newDialogActor.SetOverrideVoiceType(BDH_VTYP_SilentVoiceF)
      Else
        newDialogActor.SetOverrideVoiceType(BDH_VTYP_SilentVoice)
      Endif
    EndIf
    DialogActor = newDialogActor ; Don't forget to switch the actors :)
  EndIf
  If DialogActor && DialogActor.IsInScene() == False ; If the actor left the scene, we clear the alias and reset the actor voice
    Self.Clear() ; Should trigger the voice reset since it should set the reference to None (I have to test...)
  EndIf
  Self.StartTimer(0.5, 0) ; Triggers every 0.5 seconds (the lower the better for greetings voice support, but the higher the greater for your CPU...)
EndEvent

 

 

It appears we can override the ForceRefTo and Clear functions, so for script triggered aliases, we can also hook on those functions to set/unset the voicetype.

Edited by nasgektw
Posted

And here it is : Support For Boston Devious Helper (I love that mod)

Don't forget to download both archive parts and unzip them to get the installer.

 

I'm quite satisfied by the way I added the extended support for both male and female NPC. I'll try to backport it into MCG and TSEX : It allow the support without having the delay nor having to duplicate every greetings... and it's also much more stable (I hope it'll fix MCG on far harbor...)

 

But next plan : Extended support for AAF Violate!

 

@jbezorg I also fixed that one anoying line in Sexual Harassment :) 

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