Versions of this mod prior to 1.03 attempted to use an XDI Keyword (XDI_AllowPlayerVoice) which turns out to just be completely nonfunctional. Thanks to EnvyDeveloper there is now a modified DLL included to replace the XDI one which will allow the functionality to stay while letting the player voice lines play.
This also means the plugin is no longer needed.
If you are running into options with missing dialogue make sure you are on 1.03.
Any chance of updating the XDI.dll to include the Wolfmark's XDI fix. The Wolfmark's XDI fix, fixes XDI to not require a patch for Heather Casdin, SS2 and all the other mods that require a patch. Currently we have to choose between using the fix or using your mod. It would be very nice to have both. Thanks for the content.
Hey radbeetle, with Elevenlabs basically perfecting AI voiced things, would you be interested in using that? It's quite literally indistinguishable between real and recorded lines.
Just wanted to let everyone know that this does not work in the VR version; it crashes the game. I think it's because of the extended dialog doo-hickey, which doesn't appear to have a version that works with VR.
So I got to the mansion, and a quick thing happened right away (I don't want to post spoilers), but then the guy goes and opens up a set of double-doors and just stands there. When I try to speak to him, he just keeps saying the same line over and over (once again, it would contain spoilers, but I am sure you know the line), After awhile of walking back & forth in the dining room, another thing happened, but the dude did not react to it at all, and he is still repeating that line. Did something get messed up? And since I'm locked-in, I have no clue what to do right now.
On a side not, this mod looks ____ing awesome! Insane amount of work/detail! (I never played the original)
EDIT: Had to go back to my last save, just as I left the pier area. This time it all worked. The last time, the second set of double-doors never opened, and he never said his lines pertaining to that. But its all good now - everything looks and is working great.
Hi there radbeetle, I have a question of XVasynth for you.... I found if I use that tool to create the wav file...CK won't generate the lip file... So my question is How did you set the lip file....
So quick question: How exactly did you generate lines, if the protagonist was intended to be mute? I'm trying to do this for Maxwells world, as i think it deserves/needs voiced lines.
EDIT: Update. I uploaded a mod for Maxwells world. Enjoy :)
I know that. But what im asking is, how did generate the lines if the PC is intended to be mute? As in, how did he get the dialogue lines, generate them, and put them in? Maxwells World has 4 .fuz lines for Nate and Nora(which are mute and void of sound), yet there's seemingly tons more dialogue lines than that in that mod. So im wondering how this was actually done.
I can't guarantee my mod will work if you replace files it comes with. Given that I don't see any info on the mod page about that DLL I can't tell you anything about it
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This also means the plugin is no longer needed.
If you are running into options with missing dialogue make sure you are on 1.03.
Thanks for the content.
Extra info on the fix is here.
Thanks for your work.
https://www.nexusmods.com/fallout4/mods/68476
On a side not, this mod looks ____ing awesome! Insane amount of work/detail! (I never played the original)
EDIT: Had to go back to my last save, just as I left the pier area. This time it all worked. The last time, the second set of double-doors never opened, and he never said his lines pertaining to that. But its all good now - everything looks and is working great.
I found if I use that tool to create the wav file...CK won't generate the lip file...
So my question is How did you set the lip file....
EDIT: Update. I uploaded a mod for Maxwells world. Enjoy :)
Also, pretty sure "she" is correct.