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 Getting PC Voice Replacers to work.

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hitman47101



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PostSubject: Re: Getting PC Voice Replacers to work.   Mon May 12, 2014 6:05 am

That's unbelievable odd. does it happen if you remove the converted voice files?
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Darkshadowmark



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PostSubject: Re: Getting PC Voice Replacers to work.   Mon May 12, 2014 4:14 pm

Here's what happens when I start my game.

Starts: Takes a little while to load.
Get in game, everything works normally AT FIRST. NPCs are doing their walking anims.
After about ten seconds, all NPC anims freeze and they start sliding.

http://i1367.photobucket.com/albums/r782/Viper_killian/ScreenShot18_zps69ea0a7f.png
http://i1367.photobucket.com/albums/r782/Viper_killian/ScreenShot20_zps2b334602.png
http://i1367.photobucket.com/albums/r782/Viper_killian/ScreenShot19_zps7f71c388.png

That stance you see is the one they're stuck in. Whatever stance they're doing after that ten second mark is what they're stuck in. Some are just stuck in the basic power armor stance. WHen they draw their weapons, they don't change stances at all. They just magi-fire their guns.

Going to try reinstalling the game and see if that fixes it. If not, I might just leave it and come back later as I want to call down a titan in FNV.

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hitman47101



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PostSubject: Re: Getting PC Voice Replacers to work.   Mon May 12, 2014 4:53 pm

That's very strange indeed.

Do you have more then 139 active plugins in your load order?

Are you running any animation replaces, pose packs, sex mods or any mod that deals with anims?
its possible although unlikely that it could be a mod that uses idle anims but hasn't set up a faction for them, so everyone plays the anim all the time instead of when called for.

I'm confidant we'll fix this, but if worse comes to the worse there's always TTW, i find it way more stable then normal fallout 3 but you mileage may vary.

It probably wont come to that, but its an option, plus you would be able to use titanfallout in DC.  Smile
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Darkshadowmark



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PostSubject: Re: Getting PC Voice Replacers to work.   Mon May 12, 2014 4:58 pm

Yeah, I've been very interested in TTW. The only problem I'll have is the 30 hours I'll spend porting, tweaking, and downloading mods before I'll get to play.

Also, I'm not sure how to get a count of my mods, but the index is up to 7E if that's any indication.

I have all of those except sex mods, lol.

And I don't think it's the faction that's a problem. it's the outcasts, but they're human, and it was also happening to my companion there.

EDIT: Okay, I just finished installing FNV. I'm gonna head to bed and begin downloading mods. I work nightshift so I get to sleep in the day. Hopefully I'll have all my mods downloaded tomorrow and soon after that, verified access here as well since there are quite a few mods from here that were integral in my FNV game. Though I plan to be much more active than I was on the old site.

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hitman47101



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PostSubject: Re: Getting PC Voice Replacers to work.   Mon May 12, 2014 5:33 pm

About mod number:

To get a count of your active ESPs/ESMs you can use Fallout manager mod or nexus mod manager to export your load order as a text document.

In FOMM simply select copy to clipboard under load order and paste it somewhere, For NMM its a button on the side called export load order.

I can't remember the method to convert mod index to a number of the top of my head, 7E dose seem a bit high.

About factions:

Sorry i should of explained that better.

mods that add new idle anims need to create an invisible faction to be used as a condition for the idle. basically its to make to so that the idle only plays when called for via the console. if there isn't a faction condition on the idle everyone will play the idle at random times, potentially breaking all other anims.  

I doubt that a pose mod that did this would still be broken, people would notice and the mod would be fixed or taken down. but its a possibility.

About TTW:

Yeah i can understand that, i personally enjoy the set up process more then actually playing, but i'm guessing that's pretty rare.

Its something to consider later down the line, 99% of FNV mods will work with it straight of the bat and quite a few FO3 mods have been converted as well.

Let me know how you get on.

Good night.  Smile


Last edited by hitman47101 on Mon May 12, 2014 5:36 pm; edited 2 times in total (Reason for editing : Rearranged some stuff)
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A.J.



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 1:24 am

Sorry to see you have all these problems, hope you solved some.
Anyway, .lip shouldn't mean anything for sound effects during the dialogue, they only govern the lip sync itself, the movement. Unfortunately I don't know these packs to convert dialogue files, but usually when you can't hear the dialogue there are few possibilities, or it's a matter of file format / size (it can't be 1 Mb just to say, but no problem at all in few dozen of kb) or more probable it's a matter of path. Every mod has its own generated path and file name, so they're continuously different, but still, I don't know how that package works and I only can assume it uses fixed paths inside its own folder etc.etc.

For animations, if it happens with special idles it could be a conflict of a mod that modifies/introduces new special idles on top of the Idle menu, so that animations tend to fallback to Knockdown branch. Just to say, Groovatron has this problem if I remember well. Simply unticking the offended mod you should istantly see in game if it works. Or putting lower in the load order a mod where the modder cleaned the Knockdown branch via FNVEdit if you know you have one.

7E is lower than 139, which should be 8C, but well... just to say... I think a couple of hours ago I just found that 139 doesn't mean anything, on a game engine perspective, because the esm IDs aren't overwritten as some people say. Anyway I want to go deeper in that.
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hitman47101



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 1:42 am

@A.J

The sound problem should be fixed at this point, they just needed to be converted to mono. thanks for the info about lip files, i didn't know what they're used for.

may i ask what you mean when you say 139 doesn't mean anything?
its the limit before the game starts to brake from the engine dumping the plugins data into memory reversed for the main ESM. at least that's how i understand it.
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Darkshadowmark



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 1:57 am

Disabling animation mods didn't help at all.

I'll be doing a fresh install and seeing if that helps. If not, I'll be keeping it installed and ignoring cause of TTW

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A.J.



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 2:32 am

so it wasn't a problem with special idles then, but anyway if you could do a fresh install you did good
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Darkshadowmark



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 7:30 am

Reinstall didn't fix anything either.

Damn it.

ONTO FALLOUT NV!

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hitman47101



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 7:37 am

Wow that's really weird, i was sure that a reinstall would fix it, have you tried it without any mods installed?

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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 7:58 am

Nah, just gonna reinstall FNV's mods and try out TTW.

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hitman47101



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 8:17 am

sounds good

I'm sure you'll love it, kill some muties with a titan for me will ya. haha  Smile 
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A.J.



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 4:59 pm

I can't believe vanilla has that kind of issues. I only can assume that reinstall it AND reinstall mods didn't solve, which should be the culprit of the problem.
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Darkshadowmark



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PostSubject: Re: Getting PC Voice Replacers to work.   Tue May 13, 2014 6:41 pm

Yyyyeeeeah, no. Not gonna do a total reinstall of everything. Especially not when the scripts and amount of awesome going on with FNV is so tantalizing.

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A.J.



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PostSubject: Re: Getting PC Voice Replacers to work.   Wed May 14, 2014 12:13 am

I believe there's a mod that makes changes to Special Idles and causes that, deactivating the mod should hopefully solve that. At least, I see that more probable than the fact you installed something that screwed skeleton and animations folders
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Darkshadowmark



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PostSubject: Re: Getting PC Voice Replacers to work.   Thu May 15, 2014 3:16 pm

I ended up just taking FO3 off of my computer and putting it on my 2tb HD and going back to FNV. I hadn't realized just how far FNV modding had come in the last few years. It's really staggering. It makes me want to get a better PC for Skyrim so I can see just how much the community has reshaped it.

I'll probably come back to FO3 when I eventually get bored of FNV and fix it out of nowheres.

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