Fallout 2 mod RPU - Talking Heads Addon

I noticed a few funny things with the heads, but use only the ones want. The Robo dog head has been fixed, the brain had a glitch where the background bleeds through the glass highlights and is distracting, nevertheless organise all your work and when you're happy with the results I'll go through and clean up the missing pixels, etc.

The FrameAnimator has an issue you need to be aware of when importing the images. It uses the topmost left pixel as the alpha colour and applies it to the entire image. If that colour is white (R-255 G-255 B-255) then all of the same white pixels will be removed (treated as the alpha colour) from the FRM, that's why some heads have missing pixels. Normally we use blue (B-255) as the alpha.
 
I noticed a few funny things with the heads, but use only the ones want. The Robo dog head has been fixed, the brain had a glitch where the background bleeds through the glass highlights and is distracting, nevertheless organise all your work and when you're happy with the results I'll go through and clean up the missing pixels, etc.

Thanks for that! I'm trying to fix Skynet cause yeah it looks pretty bad lol

The FrameAnimator has an issue you need to be aware of when importing the images. It uses the topmost left pixel as the alpha colour and applies it to the entire image. If that colour is white (R-255 G-255 B-255) then all of the same white pixels will be removed (treated as the alpha colour) from the FRM, that's why some heads have missing pixels. Normally we use blue (B-255) as the alpha.

I noticed that, and have tried my best to avoid white highlights in the renders. The problem I've had in using blue as a background is the fact that it leaves an outline around characters that is kinda distracting to look at.
 
So I guess you and I already talked about it goat boy but one big area for improvement would be editing all 9 frames to be unique / closer to the sound being voiced. Klint's the only one I have seen so far but it does look... stiff? Compared to the other talking heads in the original games, since you only have three different mouth positions.
 
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It looks like Quantum Apprentice decided to go make a video on this. Guess we are getting a bit more publicity.

He knows who we are, so surprised he hadn't reached out for some comments / clarifications before going live with this but have already gotten a couple more emails citing the video.

 
It looks like Quantum Apprentice decided to go make a video on this. Guess we are getting a bit more publicity.

He knows who we are, so surprised he hadn't reached out for some comments / clarifications before going live with this but have already gotten a couple more emails citing the video.

Wow, didn't expect this to this much attention. That's cool of him
 
While we work on the voice acting, the next few updates will be focused on improving or remaking previous Talking Heads:

Elise (previously budget Jill Valentine):

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Vegeir:

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A massive thank you to TPOl7uHKA for allowing me to use his beautiful combat armour model for Ranger Elise, it drastically improved the quality of the portrait.

I highly recommend downloading it for your next New Vegas playthrough ;)
 
And we now have Typhon. Keep in mind we have a bit of a range on different sounding ghouls, some sound closer to what you would hear in FNV or FO4, others don't sound as ghoulified. We thought this was a pretty good voice for Typhon.

 
And we now have Typhon. Keep in mind we have a bit of a range on different sounding ghouls, some sound closer to what you would hear in FNV or FO4, others don't sound as ghoulified. We thought this was a pretty good voice for Typhon.



Nice!

I'm thinking of volunteering to voice act for Vic, but idk how long the queue for him is. :b
 
And we got Sgnt. Starkie, and our first 100 line+ VA. Stark has more lines than the other three characters I have voiced in my game file combined. Big props to this guy for the quick turn around:

 
Hey @Goat_Boy sent you a link on discord for the enclave patch for talking heads for any interactable NPC's in power armor. According to the Wikia there are only three, the quarter master, Granite, and the navarro military base commander, that aren't covered in the game (Arch Dornan (drill sgnt) and gate guard are already covered).

As we discussed, just using the standard gate guard asset but we can always patch over it with a different render later. Might want to consider changing the background number as I opted for "military" but it makes it look like their base is a shack.


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Hey @Goat_Boy
As we discussed, just using the standard gate guard asset but we can always patch over it with a different render later. Might want to consider changing the background number as I opted for "military" but it makes it look like their base is a shack.

LOL Enclave's had some budget cuts hahaha

If I remember right Navarro uses the desert background (16), while the Oil Rig uses the "enclave" background (15). I think the shack is the Junktown one which is number 7 on the list (numbers start from 0) and the military base is just above it, this shit confuses me too lol
 
LOL Enclave's had some budget cuts hahaha

If I remember right Navarro uses the desert background (16), while the Oil Rig uses the "enclave" background (15). I think the shack is the Junktown one which is number 7 on the list (numbers start from 0) and the military base is just above it, this shit confuses me too lol
Ok that is what messed me up. I forgot that the head list starts from zero (yet the script list starts from 1?)

But yeah, feel free to edit the background numbers before integrating them into your talking head .dat.
 
Latest update on the mod is, we now have six completed characters, we are waiting on lines from our VA's for an additional 18 characters or so. We are up to 97 different NPC's that we are targeting to add VA to with almost 4500 lines of new voiced dialog. Goat Boy is still adding more, hopefully we can cover most of the interactable NPC's in the game if it doesn't end up taking up too much of your time goat, haha.

Goat boy is still working on polishing up the look of some of the new characters, and said he is going to work on adding the missing frames so the speech doesn't look as stiff, but the talking animation still looks great all things considered.

I am slowly starting to work on an interface for my lip-sync program so it is more user friendly for other mod authors, but it will take some time to put together. Probably won't be available until after we are done with this mod.

Below is a demo video of the two latest additions, McClure and Doc Henry:

 
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