Hello! I would love to use this mod but for some reason the plugin refuses to load, using Vortex or MO2 the result is the same. When I open the settings on MCM it tells me that the Censor_Comments.esp plugin is missing. Do you know what could cause this? Does this mod only work with a specific game version? Thanks
Sorry to start with the obvious, but is the esp file actually in your data folder? I don't use mod managers so I don't know if there's a problem with them adding the esp for some reason.
Yes it is, I tried both mod manager and manual install but it still doesn't work, and it's the only mod that the mod managers refuse to load. Could it be my game version?
Hello - i want to use your mod for a kill confirms from MW 2019 and 2022. Currently im having 122 chopped phrases. Can i delete all 400+ files and put only 122? im too lazy for chop and listen all phrases theree
Hello again - im talking about .ba2 file. I know how to open it, there scripts and sounds folders. I changed some files (only 120+ .wav files) and converted it into .fuz file. I want to delete other (400+) files, so can i delete it? (sorry, me english very bad - if you want, i can contact you on discord and then talk normally)
Yes. There .ba2 file, when i extracted it, there was +-400 files. I dont remember because i dropped modding your mod. Also i dont know how even make mods. Im making only translates.
Love this mod. Has been a part of my load order for over 2 years now. However, Im running More Enemies mod, SKK Feral nights, Feral infestations.
When im sneaking and NPCs kill each other or kill ghouls, my player constantly comments, many times multiple lines together. kinda off putting. Can we have a condition where the kill must be made by player or player companions ONLY to qualify for a comment?
Hi, I'll have a look when I have some time. Normally, comments should only play for kills made by the player. I usually do not play with companions so I may not have noticed possible issues there. I'll see if I can do some tests soon.
Unfortunately, the player comments mod and this mod rely on voiced lines that are available in game. I did add some cut-up voice lines with swearing, but there's not much else one can do to add further variety.
I'm looking into the growing availability of AI generation for voice lines, so maybe that will be an option for adding voiced lines on a later moment.
I was about to say with the remarkable AI generated voice files, that really opens up the possibility to much more content. Excited to see if this mod goes that direction, good luck.
xVAsynth is a voice synthesizer. Using a sample of a character's voice saying a few words, you can speak your own lines and the output is in the voice of the character. Apparently the voice frequencies are modulated into the input you provide. Basically a way of making your own voiced lines for a character or new character, for that matter. Change a male voice line into a female's lines. Make Piper, Curie, or others say new lines. Make Nate talk sh*t....
Just learned that his mod uses it's own ba2 file for the combat comments, which normally would be fine but I installed a mod that replaces the voice with a slightly altered pitched voice.
I'm willing to go back and replace and rename all of the relevant files but the files names don't correspond with ones in the stock ba2 archives. Do you recall which .fuz files you used for the mod?
Alternatively I can try to change the pitch for the files but I don't know what to use for .fuz files.
Each voice line used in this mod is either a copy of an existing voice file or a cut-off version of an existing voice file. The way I set up this mod is to simply copy the (edited) files I needed into a new ba2 archive along with (new) generated .lip files.
This is cetainly not the ideal way to do it, since there will be duplicate files with different names (as you noticed) and any translations or pitch edits will be made difficult to apply to the mod. At the time of making this mod, this was simply a way that worked well for my personal use.
I take it that the pitch edit of the mod you use were made on the voice file that is part of the .fuz file? In that case, you'll need to unpack all .fuz files, change the pitch on the voice file for each of them, then repack them with their .lip files into a .fuz file again (keeping the original .fuz filenames intact).
I used Lazy Voice Finder to search and find voice files I needed (select only this mod's bsa file for searching). Then I used Yakitori Audio Converter to pack the wav file and its corresponding .lip file into a .fuz file.
I'll give it a shot and let you know how it turns out. Player Comments only does generic broad/generic comments for when you first enter/finish combat, but since it seems like your mod does way more specific stuff, I don't foresee issues.
Thanks! You could check Player Comments if you want more dialogue added. It gives you different results for combat than this mod, but it also adds dialogue in many other situations.
198 comments
second maybe you have ba2 limit
Do you mean the ba2 file from this mod? Because that should not have 400+ files in it.
However,
Im running More Enemies mod, SKK Feral nights, Feral infestations.
When im sneaking and NPCs kill each other or kill ghouls, my player constantly comments, many times multiple lines together. kinda off putting.
Can we have a condition where the kill must be made by player or player companions ONLY to qualify for a comment?
Normally, comments should only play for kills made by the player. I usually do not play with companions so I may not have noticed possible issues there. I'll see if I can do some tests soon.
because the player comment and headtracking voice line was too calm
I did add some cut-up voice lines with swearing, but there's not much else one can do to add further variety.
I'm looking into the growing availability of AI generation for voice lines, so maybe that will be an option for adding voiced lines on a later moment.
I'm willing to go back and replace and rename all of the relevant files but the files names don't correspond with ones in the stock ba2 archives. Do you recall which .fuz files you used for the mod?
Alternatively I can try to change the pitch for the files but I don't know what to use for .fuz files.
The way I set up this mod is to simply copy the (edited) files I needed into a new ba2 archive along with (new) generated .lip files.
This is cetainly not the ideal way to do it, since there will be duplicate files with different names (as you noticed) and any translations or pitch edits will be made difficult to apply to the mod. At the time of making this mod, this was simply a way that worked well for my personal use.
I take it that the pitch edit of the mod you use were made on the voice file that is part of the .fuz file? In that case, you'll need to unpack all .fuz files, change the pitch on the voice file for each of them, then repack them with their .lip files into a .fuz file again (keeping the original .fuz filenames intact).
Then I used Yakitori Audio Converter to pack the wav file and its corresponding .lip file into a .fuz file.