This mod increases the "Priority" field of the dialogue topic containing player grunts, from 50.0 to 100.0.
However, "Priority" is a holdover of the Oblivion/Fallout 3/Skyrim variants of the Gamebryo/Creation engine and is used in-engine to determine in which order to display dialogue choices. It has no influence or effect on frequency of the messages.
The relevant game settings are probably fCombatSpeakHitChance and/or fCombatSpeakHitThreshold (which this mod does not modify), although changing those values would also affect the rate at which NPCs grunt unless an additional percentage condition were attached to their corresponding hit topics.
I was going to say. I can't discern any difference in the frequency of grunts/emotes. Seems to happen about 50% of the time. Thanks for that info, I'm currently making my own sound replacer mod and this should come in handy.
Well after a bit of digging it seems you are correct about this. The dialogue topic for death emotes for instance has a float value of 50.000 yet they are guaranteed to play. So it seems the float value doesn't actually dictate the probability at all.
I messed around with those parameters you described and it seems like they play 100% now. Still uncertain how threshold affects it. I just tweaked it under the assumption that the value represents the health percentage loss from a single attack needed to trigger. Reduced it by 75% and seems to be working well. Still having trouble getting wounded limb emotes to function properly.
Just to confirm, and no offense intended to the mod author, but this mod doesn't actually appear to do anything at all. If you want higher frequency of hit/damage emotes tweak the values suggested by JTGibson.
This looks pretty cool. Anyone found any good death/hit sound replacers to go with it? Not a huge fan of the vanilla death/hit emotes, it just sounds like they have stubbed their toe when they die. Dark souls death emotes would be so cool.
I second this. I don't like downloading something unless I know what I'm getting. The title and description might self explanatory, but call me paranoid.
I agree But i never said i need a video showcase, but having one is always nice and it doesn't hurt anyone, also saves time from testing it in-game in case someone doesn't like it
A video showcase would be nice. Not being spoiled just rational. People need to chill. I don't like downloading something into my game especially with audio, without having a reference to see if it is worth installing and testing.
Agreed, a video showcase is always pleasant. But even if you get one, its still the best course of action to load it up in FO4Edit or ZEdit, and investigate what was done. Even if you're a complete goon to modding, there's plenty that's self-explanatory in the tool. Random nekro opinion.
8 months later and still no videos showcasing exactly how frequently the damage sounds are played.
My game takes a while to load up and start due to already having hundreds of mods installed - I don't have the patience to go through the process just to test if something like this is to my liking. That's why videos are good to have.
After uninstalled this mod, I continue having random voice damage without being hit... Repaired the game resolve nothing... I'm not sure that come from another mod, because before the installation I don't remember having random damage voice...
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However, "Priority" is a holdover of the Oblivion/Fallout 3/Skyrim variants of the Gamebryo/Creation engine and is used in-engine to determine in which order to display dialogue choices. It has no influence or effect on frequency of the messages.
The relevant game settings are probably fCombatSpeakHitChance and/or fCombatSpeakHitThreshold (which this mod does not modify), although changing those values would also affect the rate at which NPCs grunt unless an additional percentage condition were attached to their corresponding hit topics.
Well after a bit of digging it seems you are correct about this. The dialogue topic for death emotes for instance has a float value of 50.000 yet they are guaranteed to play. So it seems the float value doesn't actually dictate the probability at all.
I messed around with those parameters you described and it seems like they play 100% now. Still uncertain how threshold affects it. I just tweaked it under the assumption that the value represents the health percentage loss from a single attack needed to trigger. Reduced it by 75% and seems to be working well. Still having trouble getting wounded limb emotes to function properly.
Just to confirm, and no offense intended to the mod author, but this mod doesn't actually appear to do anything at all. If you want higher frequency of hit/damage emotes tweak the values suggested by JTGibson.
Go get F4Edit and search for the EditorIDs: fCombatSpeakHitChance and/or fCombatSpeakHitThreshold
Create a new Plugin, change those values, done.
But i never said i need a video showcase, but having one is always nice and it doesn't hurt anyone, also saves time from testing it in-game in case someone doesn't like it
Thks by the way lol endorsed
My game takes a while to load up and start due to already having hundreds of mods installed - I don't have the patience to go through the process just to test if something like this is to my liking. That's why videos are good to have.