UPDATE v2.3 - compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
UPDATE v2.2 - compatible with game version 1.10.138 and F4SE 0.6.17
UPDATE v2.1 - based on your feedback and logs sent to me with the help of the v2.01 debug version I further investigated the incompatibilities with mods adding custom Slow Time effects. I'm confident about the progress made as I think I managed to improve upon the scripts. Having Jet active and swapping between VATS and Fallout 4 Wheel Menu, my tests came back with a positive result each time - the modified voice frequency preset had been reactivated once all slow time effects had ended. - fixed an issue with the MCM slider and presets becoming irresponsive, not changing the voice frequency. - compatible with game version 1.10.130 and F4SE 0.6.16
Spoiler:
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v2.01 DEBUG VERSION this is a modified version of v2.0, for a bug that I cannot reproduce - the frequency remains low after VATS, Jet or any SlowTime effects. any of you reading this and still having this problem, I've uploaded PVoFS v2.01 DEBUG VERSION as a Miscellaneous file to the mod page which you can use to help me fix this bug since I cannot reproduce it.
if you'd like to help me, all you need to do is that you use this version, reproduce the bug, and send me this file:
to send me files you can use any file sharing cloud services such as dropbox, google drive, etc. or just simply paste the contents of the log files into pastebin.com and send me your pastebin's URL.
when installing v2.01 DEBUG VERSION it is absolutely essential to copy all files from the rar archive into your Fallout 4 Data folder, including PlayerVoiceFrequencySlider.ini otherwise the mod won't work properly.
UPDATE v2.0 - added dynamic compatibility with any mods adding new Slow Time effects to the game - a new native function dynamically finds all Slow Time effects currently installed for the Player (vanilla, DLC, CC, or other mods) and makes the mod automatically readjust voice frequency after these effects ended, making PVoFS automatically compatible with any additional game content. - compatible with game version 1.10.120 and F4SE 0.6.15
UPDATE v1.9 - compatible with game version 1.10.120 and F4SE 0.6.15
UPDATE v1.8 - compatible with game version 1.10.114 and F4SE 0.6.13
UPDATE v1.7 - compatible with game version 1.10.111 and F4SE 0.6.12
UPDATE v1.6 - compatible with game version 1.10.106 and F4SE 0.6.11
UPDATE v1.5 - compatible with game version 1.10.98 and F4SE 0.6.10 - added compatibility for the Martyr's Legendary armor effect - added compatibility for the Deadeye and Resolute Legendary weapon effects (in case you have Far Harbor installed) - further testing with VATS, reg2k's Bullet Time, VAFS, various vanilla slow time effects (including the death slo-mo animation) and the combination of these - as a result of the above there's a more stable implementation of readjusting the voice frequency after the listed slo-mo effects - there's a readjustment of the voice frequency after any location change of the Player as a failsafe
UPDATE v1.4 - compatible with game version 1.10.89 and F4SE 0.6.9 (and 0.6.8) - compaptibility fix with reg2k's Bullet Time
UPDATE v1.3 - the game no longer crashes when you change the load order from within the game (via the Mods menu or Creation Club) while PVoFS is installed and enabled - using multiple slo-mo effects at once (VATS + Jet, VAFS + Nerd Rage, etc.) no longer speeds up time for the duration of the effects - fixed the issue within MCM settings when changing the slider or the presets didn't change the frequency
UPDATE v1.2 In addition to changes introduced in v1.1 I've added my usual auto-initialisation routine which will re-init the mod when you install a new version. There's no longer need for a clean install of the mod when you upgrade from v1.0 or v1.1.
UPDATE v1.1 - F4SE is required from v1.1 - there're no compatiblity issues with slow motion effects such as Jet, VATS, VAFS, dying, etc. - some sound effects attached to the Player may follow the voice frequency settings if you setup a value higher than 1.0, meaning they will be slightly higher pitched - for example the sound of loading a holotape in your Pip-Boy or the lore entry unlock sounds of The Wasteland Codex mod; these are currently some minor downsides of PVoFS. - a dialogue sample will be played constantly while you're fine-tuning frequency in the Pip-Boy - the dialogue sample will stop when you exit the Pip.Boy - there's a button in MCM to Start/Stop an example dialogue that's constantly playing while you're fine-tuning frequency
IMPORTANT NOTE ON UNINSTALLING if you seemingly have trouble uninstalling PVoFS make sure you MANUALLY delete the files installed by this mod! uninstalling is incomplete if you still have the modify_frequency.dll under Data\F4SE\Plugins - mod managers seem to miss deleting this file!
!DON'T DOWNLOAD! Upon uninstalling it corrupted my save. Can't even fix it. Manually deleting the mod files doesn't work either. (modify_frequency.dll nowhere to be found). -changes the frequency after entering vats. have to go back every time into setting to change it back This mod is s#*! and shouldn't even be on this site.
I mean it says "From v1.1 there're no compatiblity issues with slow motion effects such as Jet, VATS, VAFS, dying, etc." And yet I have been experiencing issues with VAFS and not returning player and NPC voices back to normal sound levels. >:(
Same, I am running other mods that modify the original game files like the unofficial patch, but I'd rather keep them than have this tbh. Thanks for pointing out the other mod @Crushslush, much appreciated.
Yup, this is almost a golden rule for me when installing mods in general lol
If I see a mod that hasn't been updated in the last 2-3 years and the author doesn't even respond to comments/bug reports (especially if there are a lot of them), it's a good sign that the mod has probably been abandoned and is having issues...or just simply broken. I'm not saying this is true in all cases, but you have to be careful with mods like this and it might be worth doing a bit of research before installing them.
The only exceptions are those smaller mods that don't have any requirements and don't change the game that much, so they're safe to use.....most of the time.
Don't Honestly waste your time even with the new updates, the vats and slow time still bug your voices and have to fix it every time. only if you never ever plan on using vats or slow time stuff are you good to use this mod or don't mind having to open your mcm every time you finish a fight to fix it.
Edit: Even after trying to fix my characters voice by installing this mod again even after going in game changing it, making it default, using slow time stuff to see if that would fix it and nothing even deleted files manually and installed player voice frequency the one said to be better, did everything i was suppose to do there to change the pitch still had this mods broken pitch so now my 50+ hour play through(my first time playing) this mod has corrupted the save and now i have to start new. was hoping to play a young character in their 20s, now i'm stuck with a female character trying to do a males voice constantly.
FOR THOSE EXPERIENCING INVISIBLE PIP-BOYS/PIP-PADS WHEN ATTEMPTING PVOFS UNINSTALLTION: READ THIS
I use Pip-Pad but here's what I did to fix this issue, and it might be worth it to install and uninstall Pip-Pad to fix the issue for classic PipBoy users.
Step 1: Install Pip-Pad/Mod Configuration Menu Step 2: Launch game and wait for Pip-Pad to 'initialize' by removing the PipBoy from your arm Step 3: Unequip all armors and items, go to Pip-Pad's MCM menu under 'uninstallation/installation' - Present Pip-Pad users, begin here Step 4: Hit uninstall, leave the menu, and the script should automatically add the classic PipBoy to your arm Step 5: Make NEW save, exit game Step 6: Uninstall PVOFS, Relaunch Game Step 7: Back to Pip-Pad's MCM menu, and click Install, leave the menu and PipBoy should leave your arm again. - For Pip-Pad users, this is where your steps end, as the Pad should no longer be invisible and fully functional again. Step 8: Back to MCM menu for one final time, 'uninstallation/installtion', hit Uninstall, return to game and the PipBoy should once again be back on your arm. Exit game. Step 9: Fully uninstall Pip-Pad, return to game, and this should have emptied your PipBoy of all those nasty scripts, returning to normal
https://www.nexusmods.com/fallout4/mods/21953/ - Link to Pip-Pad https://www.nexusmods.com/fallout4/mods/21497/ - Link to MCM https://www.nexusmods.com/fallout4/mods/56605/ - Link to a much better and less buggy Player Voice mod
According to the video the voice getting just speed up so it sounds higher. Means if you set the slider on max your character will talk really unrealistically fast...
Just go back to the MCM, set the preset to Default and then change it back. So basically yes, during a battle voices will be low, but then you can fix this and the mod will work fine.
Dear anyone plan on using this mod. eventually it going to crash your VATs/everytime u use VATs you freeze and not working well with bullet time. Sad I dont want to use other voice changer mod but for the sake of perfomance stop random freeze and crash it worth it. I wish us can directly add some note to top of mod page to give warning to anyone
494 comments
- compatible with game version 1.10.162 and F4SE 0.6.18 and 0.6.19
UPDATE v2.2
- compatible with game version 1.10.138 and F4SE 0.6.17
UPDATE v2.1
- based on your feedback and logs sent to me with the help of the v2.01 debug version I further investigated the incompatibilities with mods adding custom Slow Time effects. I'm confident about the progress made as I think I managed to improve upon the scripts. Having Jet active and swapping between VATS and Fallout 4 Wheel Menu, my tests came back with a positive result each time - the modified voice frequency preset had been reactivated once all slow time effects had ended.
- fixed an issue with the MCM slider and presets becoming irresponsive, not changing the voice frequency.
- compatible with game version 1.10.130 and F4SE 0.6.16
v2.01 DEBUG VERSION
this is a modified version of v2.0, for a bug that I cannot reproduce - the frequency remains low after VATS, Jet or any SlowTime effects. any of you reading this and still having this problem, I've uploaded PVoFS v2.01 DEBUG VERSION as a Miscellaneous file to the mod page which you can use to help me fix this bug since I cannot reproduce it.
if you'd like to help me, all you need to do is that you use this version, reproduce the bug, and send me this file:
...\Documents\my games\Fallout4\Logs\Script\User\PlayerVoiceFrequencySlider.0.log
and maybe this one too, just in case:
...\Documents\my games\Fallout4\Logs\Script\Papyrus.0.log
to send me files you can use any file sharing cloud services such as dropbox, google drive, etc. or just simply paste the contents of the log files into pastebin.com and send me your pastebin's URL.
when installing v2.01 DEBUG VERSION it is absolutely essential to copy all files from the rar archive into your Fallout 4 Data folder, including PlayerVoiceFrequencySlider.ini otherwise the mod won't work properly.
UPDATE v2.0
- added dynamic compatibility with any mods adding new Slow Time effects to the game - a new native function dynamically finds all Slow Time effects currently installed for the Player (vanilla, DLC, CC, or other mods) and makes the mod automatically readjust voice frequency after these effects ended, making PVoFS automatically compatible with any additional game content.
- compatible with game version 1.10.120 and F4SE 0.6.15
UPDATE v1.9
- compatible with game version 1.10.120 and F4SE 0.6.15
UPDATE v1.8
- compatible with game version 1.10.114 and F4SE 0.6.13
UPDATE v1.7
- compatible with game version 1.10.111 and F4SE 0.6.12
UPDATE v1.6
- compatible with game version 1.10.106 and F4SE 0.6.11
UPDATE v1.5
- compatible with game version 1.10.98 and F4SE 0.6.10
- added compatibility for the Martyr's Legendary armor effect
- added compatibility for the Deadeye and Resolute Legendary weapon effects (in case you have Far Harbor installed)
- further testing with VATS, reg2k's Bullet Time, VAFS, various vanilla slow time effects (including the death slo-mo animation) and the combination of these
- as a result of the above there's a more stable implementation of readjusting the voice frequency after the listed slo-mo effects
- there's a readjustment of the voice frequency after any location change of the Player as a failsafe
UPDATE v1.4
- compatible with game version 1.10.89 and F4SE 0.6.9 (and 0.6.8)
- compaptibility fix with reg2k's Bullet Time
UPDATE v1.3
- the game no longer crashes when you change the load order from within the game (via the Mods menu or Creation Club) while PVoFS is installed and enabled
- using multiple slo-mo effects at once (VATS + Jet, VAFS + Nerd Rage, etc.) no longer speeds up time for the duration of the effects
- fixed the issue within MCM settings when changing the slider or the presets didn't change the frequency
UPDATE v1.2
In addition to changes introduced in v1.1 I've added my usual auto-initialisation routine which will re-init the mod when you install a new version. There's no longer need for a clean install of the mod when you upgrade from v1.0 or v1.1.
UPDATE v1.1
- F4SE is required from v1.1
- there're no compatiblity issues with slow motion effects such as Jet, VATS, VAFS, dying, etc.
- some sound effects attached to the Player may follow the voice frequency settings if you setup a value higher than 1.0, meaning they will be slightly higher pitched - for example the sound of loading a holotape in your Pip-Boy or the lore entry unlock sounds of The Wasteland Codex mod; these are currently some minor downsides of PVoFS.
- a dialogue sample will be played constantly while you're fine-tuning frequency in the Pip-Boy - the dialogue sample will stop when you exit the Pip.Boy
- there's a button in MCM to Start/Stop an example dialogue that's constantly playing while you're fine-tuning frequency
The "TEENAGER" preset (male)
if you seemingly have trouble uninstalling PVoFS make sure you MANUALLY delete the files installed by this mod! uninstalling is incomplete if you still have the modify_frequency.dll under Data\F4SE\Plugins - mod managers seem to miss deleting this file!
-changes the frequency after entering vats. have to go back every time into setting to change it back
This mod is s#*! and shouldn't even be on this site.
https://www.nexusmods.com/fallout4/mods/56605?tab=posts
Thanks for suggesting the other mod.
If I see a mod that hasn't been updated in the last 2-3 years and the author doesn't even respond to comments/bug reports (especially if there are a lot of them), it's a good sign that the mod has probably been abandoned and is having issues...or just simply broken. I'm not saying this is true in all cases, but you have to be careful with mods like this and it might be worth doing a bit of research before installing them.
The only exceptions are those smaller mods that don't have any requirements and don't change the game that much, so they're safe to use.....most of the time.
Edit: Even after trying to fix my characters voice by installing this mod again even after going in game changing it, making it default, using slow time stuff to see if that would fix it and nothing even deleted files manually and installed player voice frequency the one said to be better, did everything i was suppose to do there to change the pitch still had this mods broken pitch so now my 50+ hour play through(my first time playing) this mod has corrupted the save and now i have to start new. was hoping to play a young character in their 20s, now i'm stuck with a female character trying to do a males voice constantly.
I use Pip-Pad but here's what I did to fix this issue, and it might be worth it to install and uninstall Pip-Pad to fix the issue for classic PipBoy users.
Step 1: Install Pip-Pad/Mod Configuration Menu
Step 2: Launch game and wait for Pip-Pad to 'initialize' by removing the PipBoy from your arm
Step 3: Unequip all armors and items, go to Pip-Pad's MCM menu under 'uninstallation/installation'
- Present Pip-Pad users, begin here
Step 4: Hit uninstall, leave the menu, and the script should automatically add the classic PipBoy to your arm
Step 5: Make NEW save, exit game
Step 6: Uninstall PVOFS, Relaunch Game
Step 7: Back to Pip-Pad's MCM menu, and click Install, leave the menu and PipBoy should leave your arm again.
- For Pip-Pad users, this is where your steps end, as the Pad should no longer be invisible and fully functional again.
Step 8: Back to MCM menu for one final time, 'uninstallation/installtion', hit Uninstall, return to game and the PipBoy should once again be back on your arm. Exit game.
Step 9: Fully uninstall Pip-Pad, return to game, and this should have emptied your PipBoy of all those nasty scripts, returning to normal
https://www.nexusmods.com/fallout4/mods/21953/ - Link to Pip-Pad
https://www.nexusmods.com/fallout4/mods/21497/ - Link to MCM
https://www.nexusmods.com/fallout4/mods/56605/ - Link to a much better and less buggy Player Voice mod
Means if you set the slider on max your character will talk really unrealistically fast...
Why isn't this listed as a requirment? I don't know.
eventually it going to crash your VATs/everytime u use VATs you freeze and not working well with bullet time. Sad I dont want to use other voice changer mod but for the sake of perfomance stop random freeze and crash it worth it. I wish us can directly add some note to top of mod page to give warning to anyone