159 comments
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StickyRegarding to all comments that say you cant understand them and voice is deep, that was simply my intention if it was not, I wouldn't modify it. Even for non native English speaker, I can understand about 75% of their words without subtitles, which is even above my plans. If I would create realistic synths, they wouldn't say a word, and wouldn't even shoot to reveal they location until they have clear shot to kill. This is compromise between two extremes.
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This sets a very different tone when synths creep on you. I like it, thanks a bunch!
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lol, So your intention was to make them inaudible? I understood from the description, the deeper more intimidating,,but seriously they sound like crap man. You're proud you can understand 75% of their words? Haha. I like the deepness, not bad. But the fact they can't be understood is kinda counter productive. Think about it. In all scary movies, if that the bad guy cannot be heard well, he is a joke and then there is millions of you-tube vines making fun of him. Not understanding a threat doesn't make it scary. ie: Batman voice trying to intimidate the joker.
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One thought though, after I play through enough and had my fill of the Synth, and know all of their quotes, I will probably download this since Then I will probably know what their saying. Like I said I like how deep the voices are. My earlier comment still stand s though. But will give it a thumbs up when I get there.
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I Love this mod. Why would the institute want you to understand them anyways? It would be counter productive. "I have been shot in the head and cannot see" that is totally going to help them...
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I've been using this mod for months now. It's perfect. These are some Uber...creepy Terminators now. See what I d
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There is a fine balance when it comes to speech clarity in media. The Batman example of intimidating the Joker, and ...honestly, everything Bane says to Batman in that other movie in the series. Both two examples of key dialogue being obscured in the name of scary, and this impedes knowing what the heck is going on.
Other instances, you got something we already know is damn scary, and they say nothing of mandatory plot value and yet you can hear it all with perfect clarity. This is usually more of a problem in videogames where the creators want to convey "oh no, here is the threat here is their motive!!!". I really don't need to hear "NOW'S THE PART WHERE YOU FALL DOWN AND BLEEEED TO DEATH!" a zillion times. Thanks, Oblivion.
I'm not sure which way the Gen 1 synths would best be played.
Their obnoxiously flat fact-stating really suits their 'early AI' feel. Maybe that's just because I had encountered them immediately after Nick referred to the Gen 1's as "dumb as rocks" so I was kind of primed for these non-thinking robots that kill in spite of their derpy incompletion. Like they're hyper attentive, but not morally conscious yet. Like maybe their purpose was something else originally, and how they're just expendable. Those are some expensive, violent expendables there. Their diagnostic commentary makes them feel like the tools they are, leaving the real intelligence to the shrouded Institute puppeteering them.
On the other hand, they're horrible kidnapper-terminators working for secret conspiracy Institute like some kind of robot X-file monster of the week. They're supposed to be some kind of half-myth boogeyman. Obscuring their speech content only gives you a vague sense that they're co-ordinated with other synths. It gives the feeling they're designed to network as machines often are, with little regard to your reactions. They are thus one step further from anything human. The deeper voice further reinforces that other-ness. The lack of clarity also reflects a testament to how old as balls these models are, and yet they're still chugging along. Terminators indeed.
I think either method is arguably quite logical. I like the work done here, but I stick to vanilla for now due to a) no GECK to make life simple, and b) they unfortunately remind me far too much of Half-Life 2's combine footsoldiers - another blatant example of humans 'removed' from anything human, and working as some kind of collective for an entirely alien (in literal and thematic senses) faction.
Put the can in the garbage, Freeman. -
if you think about it this is actually more correct than the default game. the things that makes the sounds could have worn out in the gen1s resulting in somewhat unintelligible speech.
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can you make a video without combat music screaming "LISTEN TO ME!" in the background?
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The metrocops simply are people in a suit with a voice changer, so the can reference is... Bad.
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"if you think about it this is actually more correct than the default game. the things that makes the sounds could have worn out in the gen1s resulting in somewhat unintelligible speech. "
Well if I think about it, gen 1-2 are used for labor and scavenging, and to be able to communicate decently with the scientists the Institute does repair them (there's even a scripted event in the Institute about it).
So no. -
I agree, they are rather unintelligible. This is indeed counter-productive, for a very potent reason. Yes, the Institute could make them to where they have deeper, gravelly voices to make them more intimidating. However, if we can't understand them after the modulation, then how can the scientists? Remember, they still use Gen 1s and 2s in the Institute for many tasks, and they need to understand what they are saying.
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Nothing will stand in my way...I will finish what you started
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To be honest, it wasn't to deep, i find it to be perfect for making the synths seem like a super power, something that will destroy you. Plus won't this be lore friendly as the institute wants the people in outside world to stay out of their business?
And will there be a Xbox version? -
This mod needs to use pitch-scaling and not pitch-shifting. The former preserves time but alters pitch, the latter does not preserve time and alters pitch (classic effect of playing a record at the wrong speed).
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i too think its more immersive this way
you are correct in a way , but i really think the so called scientists can understand them themselves , so they make gen 1 sound like this ... you know gen 1 is the soldier or scavenger or etc for them , so its better they have intimidating and scary and deep voices .
wouldn't you like to have your soldiers feared more by normal people?
anyone in their right mind would run away after hearing the sounds . xD
P.S tho its better if it remains intimidating like this but more understandable -
I am actually kinda happy they are almost inaudible because the voices already remind me of The Combine from Half Life 2. They are intimidating now as I think they should have been in the game.
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Well atleast you could understand the combine unlike what this mod is doing
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Pick up that can.
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Impressive, combine THIS with Terminator Synths T800's :D
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Combine moment
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Does this effect Nick's voice too since he's a first gen synth? Just curious
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This synths voice like Frank Horrigan
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They kinda sound like the Combine soldiers from Half Life; which I love.
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Reminds me of the Marines voices from Half life 1
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I always use this mod but I found an apparent conflict with this mod that restores the vanilla voices, a compatibility patch would be great
Los Cursores de FS recorren los pasillos - Instituto Power Armor en Fallout 4 Nexus - Mods y comunidad (nexusmods.com) -
I'm just wondering what the differences are between the three versions. Are the other two lighter and heavier than the version shown off in the video?
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Some of the synth audio files for the ones in Fort Hagen guarding Kellogg are unchanged