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Glad I could help and that it works :)
Good grief - I should really keep my mods in check.
I've tested my talker together with ion's vocalizer but this does not reach that soundcache limit. I suspect using both gets you just below that limit, but perhaps you use other mods like some of ChimiChamo's VScript talker which also adds more lines and causes your game to go over the soundcache limit
I do want to fix the more glaring issues like interacting with radios or events not properly progressing in the talker logic when using the different set.
It's just stuff like the Dead Center Elevator convo that I know will take a lot of effort to properly implement. And I don't just want to copy Rise's version line by line.
So we'll see
Also, thoughts on tweaking some of the vanilla special infected lines in Dead Center? It always bugged me how the survivors use present tense dialogue for something that already happened (like Ellis saying "holy shit kill it!" *after* a special infected dies and someone mentions what that infected is called, or Ellis and Rochelle going "what the hell is that?" "I don't know but I don't think it's friendly" *after* killing the first tank in the campaign)
At the top of this page I have a link to a guide that showed what was compatible and what wasn't, but this is now almost completely empty due to the original mods being removed. I might fix this using the reuploads.
TL;DR yes it works but some of those addon features are already in this talker
I noticed this in Dead Center when testing these rules. Might change it to have it only work in custom campaigns
I suggest you check the guide linked in the description
I will say that the line between Beel's and this talker keeps getting blurrier with the increasing amount of overlap with features.
I have not added any of the campaign specific dialogue. Mainly due to this talker not being meant as THE 8 player talker mod. This does mean that survivors will be very quiet on a map they're not supposed to be in. In the worst case it can break some dialogue moments (only sometimes when survivors talk to another non-survivor character), but it will never softlock a campaign.
It's as I said in my other comment, the other talkers have way higher odds with things like this. I prefer to keep it in line with the base talker. The most obvious examples are that Lochlan has a 90% chance with the Rochelle Ellis defib line (50% here) and Beel has 50% on the Ellis beinghealed lines (20% here).
50% - Rochelle Ellis defib line
40% - Rochelle HeardSmokerToo line (must be from Coach's "smoker b*tches" line)
20% - Louis second FF line | Ellis beinghealed comment | Coach explosive FF line
15% - Ellis whistle to survivors | Ellis special infected Melee kill lines
10% - Rochelle & Coach special infected Melee kill lines
5% - Nick's Witch getting angry Ellis line
3% - Rochelle & Ellis Gnome reaction line (checks every 10 seconds)
2% - Ellis reaction to Coach friendlyfire
You also have lines that first have to be picked from the list of available lines and also have additional odds. So these lines are more rare than the percentage shown.
25% - Ellis' Crow impression lines when alone | Ellis thanks line ("Bless your heart")
15% - Zoey GoingToDie line (must be B&W)
5% - Louis HordeAttack lines (Horde Incoming)
I try to focus on adding unused/cut voicelines & fixing bugs (and I guess restoring some pre-TLS stuff). Adding some funny additions but trying to keep it mostly to that. I've noticed that the other 2 talkers seem to increase odds of things like character specific interaction far more than mine. I try to keep it in line with the vanilla talker.
I understand that it can be difficult to choose one when things inevitabely overlap