The interaction is pretty funny. Got a good laugh after I finally found him. I think his detection is increased by a mod I am using. Mr. Clowny was fully engaged in combat with the D.B. crew and also a random legendary sentry bot. He crushed them pretty much on his own, so that's a bonus. That robot seems extremely happy and excited to go have some adventures. I'm taking him to Nuka world to help me deal with some rogue cola robots.
Pointing out a consistent thing I've noted after a few restarts. By the time I get to about level 15, save Ada and send her to Sanctuary. Mr. Clowny has at LEAST migrated to the Red Rocket you get Dogmeat from. Yet at the same time I can use the Robot Workbench in Sanctuary and it registers him, allowing me to teleport him to me and just recruit him...after possibly upgrading him.
Unsure if this is due to mods but i don't have anything affecting that area. I mean not complaining as he comes to me easy but still. :P
Interesting, it might be either due to my mod or the base game. Automatron always was a bit of a buggy mess. But hey, as long as it doesn't cause issues I'll call it a feature
True. ElevenLabs is a solid option. Much more affordable, faster, and less prone to mistakes than humans and some of the older AI audio generators. Though, the SW genuinely doesn't matter.
It's just a matter of correctly using the tools at your disposal. If you use a sample set of a few hundred high-quality lines, then most AIs will have no problem synthesizing a line that sounds the same as them (of course it also depends on how exactly you use it). The low-quality ones are usually either a skill issue (like not knowing the limits of the tool), or they use a sample set that's too low for the purpose. Same can be said for humans
In the end it really comes down to whether you're a technical person (go with AI) or more of a humanities one, cause even if you find a good willing human voice actor - money and/or time, script writing, instructions on how to read the script, acting skills of the human in question, etc. end up pretty much eliminating humans out of the equation for some people... and then there's the issue of recording hardware and software, which is almost always going to differ, unless you use your own equipment and local actors.
From personal experience, humans do add a lot of time to developing the mod though, unless they do the manual labor of separating the voice files, naming them accordingly, etc.
Always cool surprises here/on your YouTube (whichever I see first).
I have been thinking for a while that it might be cool to give Captain Ironsides and his crew paint of time appropriate attire. I didn't say anything because I felt it was outside of the scope of what you've done so far, but after this one I thought I'd throw it out there haha.
If you want to go that far haha, I just always thought it was a shame we could help them make a boat fly but not repair them, when we do that all the time at our settlements. At least if we leave them repaired we can imagine they will make another attempt to get to the sea in their own time.
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Unsure if this is due to mods but i don't have anything affecting that area. I mean not complaining as he comes to me easy but still. :P
It's the lady you gotta work for by going to the Fallons area. lol
My god, that program is going to be the gift that keeps on giving for mods.
Funny stuff.
It's just a matter of correctly using the tools at your disposal. If you use a sample set of a few hundred high-quality lines, then most AIs will have no problem synthesizing a line that sounds the same as them (of course it also depends on how exactly you use it). The low-quality ones are usually either a skill issue (like not knowing the limits of the tool), or they use a sample set that's too low for the purpose. Same can be said for humans
In the end it really comes down to whether you're a technical person (go with AI) or more of a humanities one, cause even if you find a good willing human voice actor - money and/or time, script writing, instructions on how to read the script, acting skills of the human in question, etc. end up pretty much eliminating humans out of the equation for some people... and then there's the issue of recording hardware and software, which is almost always going to differ, unless you use your own equipment and local actors.
From personal experience, humans do add a lot of time to developing the mod though, unless they do the manual labor of separating the voice files, naming them accordingly, etc.
Ranting as I am downloading this and working on my own mod's voice lines with AI.
Ahhh glorious hypocrisy.
I have been thinking for a while that it might be cool to give Captain Ironsides and his crew paint of time appropriate attire.
I didn't say anything because I felt it was outside of the scope of what you've done so far, but after this one I thought I'd throw it out there haha.
(Would be cool if they were converted to Automatrons/linked to a robot workbench after the quest so we can repair them.)
At least if we leave them repaired we can imagine they will make another attempt to get to the sea in their own time.