Left 4 Dead 2

Left 4 Dead 2

Mayo's Modified Talker
88 Comments
Pluvillion 9 Jun @ 12:06am 
I'll take a peek at the patch notes next time. I'll keep an eye out if you've implemented a script that has already existed before (i.e; L4D2 survivors saying thanks, etc.).
MisterMayoNL  [author] 8 Jun @ 8:58am 
I actually wasn't sure if my talker was still compatible with ion before testing this. Good to know it still is!

Glad I could help and that it works :)
Pluvillion 8 Jun @ 8:49am 
I cleared up my talker scripts. It's back to working again.

Good grief - I should really keep my mods in check.
MisterMayoNL  [author] 8 Jun @ 8:42am 
Just tested with Lochlan's vocalizer as well, and I do not have a crash when using that with ion either. I also tested with another talked which notes that it isn't compatible with ion as another check and it DID crash there, so Lochlan;s should also be compatible
Pluvillion 8 Jun @ 8:38am 
I'm currently looking at my workshop addons as we speak. I didn't realize how many unnecessary vscripts I have installed. God.
MisterMayoNL  [author] 8 Jun @ 8:37am 
I suggest rebooting the game before testing, to make sure it only precaches the lines from what you're curently subscribed to
Pluvillion 8 Jun @ 8:34am 
Y'know, fair enough. I've added a decent amount of talker vscripts way before I installed this one so that's definitely it. I'm gonna look at some older vscripts and see which one this talker's already taken care of - I assume the game also loads dupes.
MisterMayoNL  [author] 8 Jun @ 8:31am 
@Pluvillion This is due to reaching the soundcache limit. Every voiceline is precached that is in the talker & ion's vocalizer. Having too many voicelines means you can go over this limit, and thus you'll crash back to the main menu without any popups.

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
Pluvillion 8 Jun @ 8:01am 
Okay, so Lochlan's talker is experiencing the same but with VOX's vocalizer instead. What in the world is going on???
Pluvillion 8 Jun @ 7:53am 
Looks like we've reached the limit. No campaign loads if I have this and ion's vocalizer installed. Does anyone know a good alternative?
MisterMayoNL  [author] 22 Jan @ 10:38am 
@Ajiliffe this is when playing with mixed L4D1& L4D2 survivors and only one of the said group remains (like only Ellis together with L4D1 Survivors). Just a problem with how the game checks for survivors being near
Ajiliffe 22 Jan @ 10:35am 
If there is less than 4 survivors (not dead, just, entirely) then the main player would always callout like he's lost/alone every 1-2 minutes
gloom 8 Nov, 2024 @ 10:09am 
@MisterMayoNL I understand, I would just recommend doing it gradually. like L4D2 survivors just having talker logic for crescendos and finales in L4D1 maps then vice versa for L4D1 survivors on L4D2 maps. I don't mind actual convos being the last thing tbh.
MisterMayoNL  [author] 7 Nov, 2024 @ 10:15pm 
@gloom it is something I've considered a few times, but making all survivors compatible with all base campaign is a tall order.

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 :demoticon:
gloom 15 Oct, 2024 @ 1:07am 
I hope u expand the 8 player to like how it is with Rise's. Cuz I want to have both. L4D2 survivors are silent on events in l4d1 maps and whatnot.
MisterMayoNL  [author] 17 Jul, 2024 @ 12:50pm 
I know. I put a comment in there for refrence. I didn't want the line to be precached as it's not useable in its current form
Beel 17 Jul, 2024 @ 12:47pm 
Not sure if you realised, but I attached the NoEntry Remark to the sign myself. So that only works on my Talker, unless you want to attach it yourself or copy my attachment
PeopleLikeStuff 16 Jul, 2024 @ 10:41pm 
I think some of the idle lines in safe rooms could be changed, specifically removing any "going to die" lines, since it's a little odd hearing Louis randomly talk about being scared to die when at 90 health in a saferoom lol

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)
Melperto 14 Jul, 2024 @ 2:55pm 
a little bit of a shame, since I cant really match and mix talkers
MisterMayoNL  [author] 14 Jul, 2024 @ 2:51pm 
@Just Ellie No. I do not support voicelines for map specific events. I also won't be adding this, as it's a ton of work to implement.
Melperto 14 Jul, 2024 @ 2:48pm 
does this include conversations for 8 survivors, as in the Dead Center elevators
MisterMayoNL  [author] 13 Jul, 2024 @ 3:40am 
VScript talker addons will always work with normal talkers. Some of Chimi's addons are obsolete when using my talker.

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
KAWAAAHHH 12 Jul, 2024 @ 9:25pm 
i have some of the talker downloaded from an archive but do they work with your addon?
MisterMayoNL  [author] 12 Jul, 2024 @ 1:15pm 
Seems that all of Chimi's talker mods are gone for some reason? I only have a few of these backed up. If it doesn't return I might repost these
MisterMayoNL  [author] 12 Jul, 2024 @ 1:13pm 
Double tank callouts aren't possible without the use of VScript. I DO have a copy of this addon. I'm assuming you mean Chimi's version
Zaktor 12 Jul, 2024 @ 6:59am 
Bots can friendly fire is doesn't exist anymore as well
KAWAAAHHH 12 Jul, 2024 @ 4:16am 
does this have double tanks call outs? a addon used to have that as a standalone but it doesnt exist anymore
ion 7 Jul, 2024 @ 8:05am 
@MisterMayoNL: Greetings! Please read my comment in the Discussions. Thank you!
MisterMayoNL  [author] 6 Jul, 2024 @ 5:17am 
@Xanaguy yeah I noticed. Campaign intros seem to work fine (apart from the L4D1 intros which is caused by ion's) but some chapters indeed sometimes skip the dialogue.

I noticed this in Dead Center when testing these rules. Might change it to have it only work in custom campaigns
Xanaguy 6 Jul, 2024 @ 4:53am 
Just a heads up, which rule fires when it comes to nointro cases remain quirky. I'm still waiting to see if there will be an update that changes how it judges which rules are able to fire. So until it is judged by its overall score, some intros will have a chance of not playing.
Suizei 6 Jul, 2024 @ 3:03am 
l4d1 campaign intro voice lines don't play this update. Hope this will be fixed.
MINMO 3 Jul, 2024 @ 9:14pm 
l4d1 campaign intro voice lines don't seem to work when your talker is combined with ion's vocalizer. does this happen for you too?
MisterMayoNL  [author] 3 May, 2024 @ 4:27pm 
@Shad3rEVO Short answer: Yes
I suggest you check the guide linked in the description
Shad3rEVO 3 May, 2024 @ 4:21pm 
Will this work with ChimiChamo's talker vscripts?
Beel 17 Apr, 2024 @ 8:40am 
I do agree with that, but also I think is because our Talker's are kinda trying to do the same thing. That is: Being Vanilla friendly. A Vanilla+ if you will, so our goals are pretty much the same and because of that we are bound to sometimes reach the same conclusions. Altough the difference I've noticed between your and mine, is that your Talker tries to be close to Vanilla as possible, while mine can stray away from it more. Like editing the odds and ChanceToFire. There is also a lot of differences that can't really be seen by the player, without directly comparing the files.
MisterMayoNL  [author] 16 Apr, 2024 @ 10:46pm 
@Asgard I do plan on adding unused voicelines. Most unused lines are just line variation but I do want to add more of them in general. I just haven't taken the time to add more of these. I know there are situation where survivors can talk to survivors even when they're not present, I might add a check for some of them I encounter but I won't go out of my way looking for them.

I will say that the line between Beel's and this talker keeps getting blurrier with the increasing amount of overlap with features.
Zadkiel 16 Apr, 2024 @ 9:47pm 
Beel recently did an update with unused dialogue/conversations in mind to their talker and just curious to see if you plan on doing something similar down the line.
Pluvillion 2 Apr, 2024 @ 11:25pm 
Understood.
MisterMayoNL  [author] 2 Apr, 2024 @ 8:20am 
@Pluvillion my talker only has some features seen in Rise's 8 player modified talker. These being more generic interactions that can happen on any map or mode (reviving, thanking, calling their names, mourning, etc).

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.
Pluvillion 2 Apr, 2024 @ 5:31am 
Either that or this already has Rise's mod but with more features?
Pluvillion 2 Apr, 2024 @ 5:26am 
This doesn't work with Rise's 8 player talker, does it? I'd love your additions but still retain either cast's ability to speak directions in official campaigns + rescue vehicles.
ChimiChamo 7 Mar, 2024 @ 3:51pm 
the unused line hordes have been revived
Megatron 20 Feb, 2024 @ 12:36am 
best talker mod ever ong
MisterMayoNL  [author] 17 Feb, 2024 @ 1:59pm 
The odds of most of these are low on purpose. It's not meant to be heard often. Having these lines play almost constantly would defeat the uniqueness of them and would get annoying fast.

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).
MisterMayoNL  [author] 17 Feb, 2024 @ 1:59pm 
Depends on what you're referring to. Here's the odds of lines with a set percentage.
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)
(^^^) Xeno 17 Feb, 2024 @ 1:13pm 
Are they really rare? I'm a bit having a hard time hearing the new lines, I couldn't tell if the custom talker is working properly.
PeopleLikeStuff 29 Jan, 2024 @ 4:54pm 
Oh thank you, I appreciate the summary!
MisterMayoNL  [author] 28 Jan, 2024 @ 10:53pm 
I think Lochlan and I see our talker mods very differently. And Beel's is an amalgamation of ours with some unique additions as well.

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
PeopleLikeStuff 28 Jan, 2024 @ 2:51pm 
Ngl it's gotten a little hard to pick which talker mod I want to primarily use (yours, Lochlan's, or Beel's) given they've all started sharing features lol
Beel 13 Jan, 2024 @ 3:31am 
You should also make the predelay of "HealOtherEllis02" a second less, so that the line isn't interrupted when Ellis gets healed