Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 116 117 [118] 119 120 ... 462

Author Topic: Fallout 4: It Just Works  (Read 831626 times)

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1755 on: September 13, 2015, 05:41:12 pm »

It might have something like ME's [Investigate] option though.

Besides, I'm expecting this is more for console compatibility and making voiced dialogue somewhat easier.
What causes concern for me with this is mods that add dialogue. They won't have voice (not the same anyway, unless they use cut content or whatever), which will be in heavy contrast with the main game.

Ah well. We'll have to wait and see how it goes. For now, I'm interested in any changes to what the SPECIALs effect.
Eh, mods that added NPC dialogue in both NV and FO3 didn't have spoken lines most of the times so it's something that won't bother many people. Just turn on the subtitles I guess.

Either that or horrendous amateur voiceacting. Which, to be honest, I kind of want.

Actually, there've been a fair number of FO/TES mods with fully voiced questlines and companions at a fairly high level of quality, so I'm confident that there'll be the same for FO4 given time.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Mech#4

  • Bay Watcher
  • (ಠ_ృ) Like a sir.
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1756 on: September 13, 2015, 10:33:51 pm »

I think, with the increase of Let's Players since the release of Oblivion, there are more people armed with good quality microphones to potentially do voice work for mods. I know there are a few voiced companion mods for Skyrim (though I haven't heard the voice acting myself) and there's some voice acting done for the Armada 3 mod. It's a big hurdle to overcome but I think things are getting there.
Logged
Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

Here's a thread listing Let's Players found on the internet. Feel free to add.
List of Notable Mods. Feel free to add.

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1757 on: September 14, 2015, 12:23:44 am »

Project Brazil is pretty high quality. Guys making it are having to do a bit of travel to get all the voice actors they need, though.
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

KingofstarrySkies

  • Bay Watcher
  • It's been a long time...
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1758 on: September 14, 2015, 12:56:39 am »

NV had some wonderful voice actors. Like Niner, my favorite companion ever.
Logged
Sigtextastic
Vereor Nox.
There'll be another King, another sky, and a billion more stars...

Krevsin

  • Bay Watcher
  • [RAINBOWS:REQUIRED]
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1759 on: September 14, 2015, 03:55:31 am »

It might have something like ME's [Investigate] option though.

Besides, I'm expecting this is more for console compatibility and making voiced dialogue somewhat easier.
What causes concern for me with this is mods that add dialogue. They won't have voice (not the same anyway, unless they use cut content or whatever), which will be in heavy contrast with the main game.

Ah well. We'll have to wait and see how it goes. For now, I'm interested in any changes to what the SPECIALs effect.
Eh, mods that added NPC dialogue in both NV and FO3 didn't have spoken lines most of the times so it's something that won't bother many people. Just turn on the subtitles I guess.

Either that or horrendous amateur voiceacting. Which, to be honest, I kind of want.

Actually, there've been a fair number of FO/TES mods with fully voiced questlines and companions at a fairly high level of quality, so I'm confident that there'll be the same for FO4 given time.
But I don't want quality voiceacting.  ;D

I find such delight in horrible voiceacting.
Logged

Wimopy

  • Bay Watcher
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1760 on: September 14, 2015, 04:52:25 am »

It's not really the NPCs having no dialogue that I'm worried about, but the glaringly obvious "this is mod content" vibe you'll get if suddenly your surroundings or your character go mute. It just breaks immersion. It's cool in FO3 and NV, I read everything anyway. But trying to imagine it in Dragon Age (minus Origins) or Mass Effect?

Anyways, as I said, better to wait it out, maybe it won't be a problem at all.
Logged
Now updating the Monster Hunter Universe mod
Current Version: 0.4.95b - Updated June 17, 2015
New Thread
Download
Old Thread

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1761 on: September 14, 2015, 07:59:12 am »

Actually, there've been a fair number of FO/TES mods with fully voiced questlines and companions at a fairly high level of quality, so I'm confident that there'll be the same for FO4 given time.
But I don't want quality voiceacting.  ;D

I find such delight in horrible voiceacting.
Yess, very amateur voice acting can be quite charming.
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Shadowlord

  • Bay Watcher
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1762 on: September 14, 2015, 09:12:43 am »

I keep seeing this thread's topic in the list of threads, and I can't resist (saying this) any longer:
R E S P E C T
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1763 on: September 15, 2015, 12:16:20 am »

FIND OUT WHAT IT MEANS TO ME!
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

AoshimaMichio

  • Bay Watcher
  • Space Accountant
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1764 on: September 15, 2015, 12:56:22 am »

Nothing?
Logged
I told you to test with colors! But nooo, you just had to go clone mega-Satan or whatever.
Old sigs.
Games.

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1765 on: September 15, 2015, 10:24:22 am »

Heresy!  "Respect is everything"!
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Egan_BW

  • Bay Watcher
  • The questioner does not.
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1766 on: September 16, 2015, 08:29:12 pm »

Hey look it's another one of those video thingers;
Link
Logged

Wimopy

  • Bay Watcher
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1767 on: September 17, 2015, 02:52:20 am »

Long-distance relationships. Yep, that's why perception (and strength and agility) is/are important.
Logged
Now updating the Monster Hunter Universe mod
Current Version: 0.4.95b - Updated June 17, 2015
New Thread
Download
Old Thread

Neonivek

  • Bay Watcher
    • View Profile
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1768 on: September 17, 2015, 04:20:16 am »

Actually, there've been a fair number of FO/TES mods with fully voiced questlines and companions at a fairly high level of quality, so I'm confident that there'll be the same for FO4 given time.
But I don't want quality voiceacting.  ;D

I find such delight in horrible voiceacting.
Yess, very amateur voice acting can be quite charming.

It has to do with the more natural aspect of amateurs. Hollywood has a very artificial grandness about how they act that is completely contrary to how human beings act that often shines through whether they are being serious or wacky.
« Last Edit: September 17, 2015, 04:23:30 am by Neonivek »
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Fallout 4: The Seven Defining Attributes that Make YOU S.P.E.C.I.A.L.
« Reply #1769 on: September 17, 2015, 04:35:42 am »

Actually, there've been a fair number of FO/TES mods with fully voiced questlines and companions at a fairly high level of quality, so I'm confident that there'll be the same for FO4 given time.
But I don't want quality voiceacting.  ;D

I find such delight in horrible voiceacting.
Yess, very amateur voice acting can be quite charming.

It has to do with the more natural aspect of amateurs. Hollywood has a very artificial grandness about how they act that is completely contrary to how human beings act that often shines through whether they are being serious or wacky.
Also its nice to have some variety. I mean there are a LOT of npcs in skyrim who use the same voice and it can be kind of jarring to hear belethor's voice coming from a random guy you pass in solitude.
Logged
Pages: 1 ... 116 117 [118] 119 120 ... 462