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  1. MrSwordToast
    MrSwordToast
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    Note: This mod uses real life voice acting rather than voice AI because of the controversial essence of using voice AI in general. If you want to make these new dialogue lines have AI voices, I can not stop you, but I am not responsible for the consequences of you doing so.
  2. RabbitHeart8912
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    Probably stupid question, but that would be compatible with heavy rebalance mods like Wanderer Edition or Vicious Wastes? 

    Also, cool concept, can't wait to play the game in a new way.
    1. MrSwordToast
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      Sorry for the late response, I've been doing school and such, which really limits the time I have on this stuff.

      My mods were not made with compatibility in mind, as it would be impossible to please everyone and make my mods work with everyone else's. Especially with things like WE or VW, as they change so much in the game. I would like to make my mods compatible with at least the Unofficial Patch, but as I don't play with other mods in order to make mine work out of the box, I won't know where there are issues or not.
  3. Darkuby
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    One question, does this mod use  AI to the voices of the npcs?
    1. MrSwordToast
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      No, there has been a lot of drama recently about voice actors not wanting that to happen, even in mods. I don't want to risk it, so I'm trying to get sound alike voice actors.
    2. Darkuby
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      understandable.
    3. jeff77101
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      why does it matter? It's content that is made to be consumed. If it entertains the users, then there is no harm done.
    4. rslayer
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      Would they really be okay with someone impersonating their voice? Their whole thing is they don't want other people misusing their voices or profiting commercially, I honestly doubt voices in an old game like this are the main concern. Not saying this to argue or anything, I don't have a problem with your choice and I respect it. But just adding my 2 cents. Personally I'm a fan of some limited AI voices in these types of scenarios, adding small free updates to something, like bandit or raider line expansions and things of that nature.
  4. Drarack
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    This was very good. From what I encountered, the voice acting and pretty much everything was seamless.
  5. DevvEloper
    DevvEloper
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    This definitely needs a TTW port
  6. cybervampirekid
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    Is this compatable with the Follower Amata mod ?
    1. MrSwordToast
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      It should be, but there is a small chance I'm wrong.
  7. tnu
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    I'd like to suggest a mod for the Jefferson Memorial including options like saving James, making the order you can do things less linear, a patch for consistency with Ties that Bind and making the Sub-Basement accessible after Take It Back. Just generally making characters in these quests behave more rationally and intelligently  would be a  massive improvement.


    Come to think of it, why coulnd't the Brotherhood just fly a Vertibird over the force fields in Project Purity?


    A mod like this for THe Pitt would also be nice like it makes no sense htat in full power armor you get overpowered by a handful of raiders with basic melee weapons or that you lose access to Haven forever after loosing the Trogs on the raiders.
  8. CarlZee
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    btw your esp is called Rewrite Vault 101.esp but the voice folder is called Rewrite Part 1.esp so all your lines are going to be silent.
    1. MrSwordToast
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      Ooh, that's not good. BRB with a fix. Thanks :)
  9. FosterC
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    are your rewrite mods incompatable with the unofficial patch? it seems like it would be
    1. MrSwordToast
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      Compatibility between mods isn't my top priority, but if you put this mod below on the load order/plugins list, you should get my changes and keep the unofficial patch
  10. lazu1e
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    omg finally re-write the heck out of Vault 112 please. Its such an stupid quest.

    >You kill all Vault residents with the Chinese program
    >get rewarded good karma
    >the soldiers dont even shoot you or your dad because plot armor
    >Can't even kill Dr. Braun because he is an awful human being living virtually or not

    This quest needs an escape ending where you don't kill anyone if you dont want to & killing Braun should be optional at the end if you get to his life pod to smash his life support.
    1. lazu1e
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      in fact I'm fine with only changing this quest outcomes as an stand alone mod as well, this been requested waaaaay back when the game was new because everybody saw how awful Vault 112 writing was. Thanks Todd.
    2. MrSwordToast
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      Hmm. Well, I was planning on working on Megaton next, but since you said please...

      Fine, I'll do it. I was planning on getting around to it after the other story beats, but I suppose this is what the people want :P
    3. MrSwordToast
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      Congrats! The mod is now complete :3
      I know it may or may not be exactly what you wanted, but I tried my best so :P

      https://www.nexusmods.com/fallout3/mods/25794
    4. I think the purpose of rewarding karma is to show that you are putting the residents out of their misery. They've been living inside of a simulation for 200 or so years being fucked with psychologically and killed in horrible ways over and over on repeat. Whatever could remain of their original selves is probably long gone due to the constant suffering that's been brought upon them, so putting them out of their misery is ultimately the most moral option. It's not really so much that you're killing them, but more so allowing the simulation to end their suffering.

      Maybe I'm looking too deep into it, I dunno, but Tranquility Lane's one of the better quests in 3 (certainly better than Broken Steel).
  11. SirWilliam7704
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    Killing Kendal is unnecessary for pacifism. When he's preoccupied by rad roaches, you could always just sneak into the door across from you and "bam", he's lost you.