Fallout 2 mod RPU - Talking Heads Addon

The animations would look a lot cleaner too if we weren't restricted to just the 9 frames
Is this a hard limit of the engine, or is it limited to the frames of the Marcus artwork?

*If the latter, then couldn't the existing frames be manually tweened using image morphing software? (To generate the in-between frames.)
 
I couldn't resist doing another one. I wanted to evaluate the robustness of the tool against song vocals. Singing is much harder to get the phoneme extraction for and so it required some hand editing. (The last demo extracted perfectly, singing just distorts the syllables + the fast tempo means you get a lot of false identifications).

The animations would look a lot cleaner too if we weren't restricted to just the 9 frames but I think this looks pretty good all things considered.



Bro :smugoticon: this is amazing
 
Is this a hard limit of the engine, or is it limited to the frames of the Marcus artwork?

*If the latter, then couldn't the existing frames be manually tweened using image morphing software? (To generate the in-between frames.)

It's a limit of the engine sadly :/ Dialog animations can only have 9 different mouth frames
 
Managed to work out how to integrate the speech files into the .MSG's / scripts so I've pretty much got everything I need to start getting klint talking. Already got him singing the same song above ^ using Marcus's modified files so now all I have to do is record a few lines of dialogue for him. Should have a video of klint soon.
 
Gentlemen (and ladies), I present Klint, fully (and semi-poorly) voice acted by myself, art work provided by @Goat_Boy. Total time from starting to record voice acting lines to running the demo was about 2 hours, and that includes some mucking about with the wav files to fix an audio playback speed issue, and messing with the phoneme dictionary used by the script, which apparently doesn't include the word 'Obelisk' by default.

Watch it to the end if you want to see the low intelligence dialogue response.

Again apologies for the resolution issues. I need to work out how to get my screen recorder to stop canning the resolution of the game. The complexities of running a 90's game at 1080 on a 4k monitor.

 
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Gentlemen (and ladies), I present Klint, fully (and semi-poorly) voice acted by myself, art work provided by @Goat_Boy. Total time from starting to record voice acting lines to running the demo was about 2 hours, and that includes some mucking about with the wav files to fix an audio playback speed issue, and messing with the phoneme dictionary used by the script, which apparently doesn't include the word 'Obelisk' by default.

Watch it to the end if you want to see the low intelligence dialogue response.

Again apologies for the resolution issues. I need to work out how to get my screen recorder to stop canning the resolution of the game. The complexities of running a 90's game at 1080 on a 4k monitor.


This is crazy! Amazing job!
This was really well done, which part took the longest to do?

I like the voice acting too, it suits the character

Can't get over how great this is
 
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Is there decent audio software that can help create... preferably free!
I was pointed to one called Lyrebird AI. We could deffinetely auto synthesize it but to be honest, I prefer the idea of voice acting. For 1) you can change the tone of your voice easily and make certain inflections in speech to give the character more personality. 2) People enjoy (myself included) getting to voice act and be part of the game.

Of course, this comes with an issue. We need to be willing to scrutinize who gets to have their VA added into the game. Bad voice acting can really hurt the quality of your mod, to the point it could be better to just leave them unvoiced. Whenever some one asks to act for us, we need to let them know up front we may decide to turn them away depending on how good they take on the role.

I would not officially submit this voice acting set for the mod because 1) I feel it's a bit lacking in personality and 2) I didn't make an effort to sound proof my recording space to eliminate background noise. (Could be as simple as going to a quieter area and throwing a blanket over yourself and the mic), also there's some crackle probably from the amplification. Also 3) I need to do some trial and error with the best method for preping the wav file before acm conversion, the playback quality wasn't as good as the standard talking heads.

I do want to voice act at least a character or two for the game, but need to decide who I think I could do a good job playing.

This is crazy! Amazing job!
This was really well done, which part took the longest to do?

Probably determining which voice dialogues I need to record from the script, but quickly found though that this was easy enough to do by looking for "gsay reply" entries. This will actually all be made even easier once I build additional scripts to aid in batch processing (still converting files 1 by 1), in auto extracting the required dialogue to be voiced (from the uncompiled script file), auto updating files like the heads and .msg files. And adding the extracted acm's into the required location along with the lips.

Provided good voice acting lines well recorded, and the .FRM's, this could eventually get done in as little as ~5 minutes or so per npc but realistically, I would recommend using the Praat tool to review the extracted phoneme sequence and insure the timing looks good. So maybe 30 minutes realistically. But for now, we can do a lot of the script edits and file movements, etc by hand.
 
So I am going to say that we are officially open for voice acting applicants for your mod @Goat_Boy . For now I will support generating the required files, testing them, and providing them to you to integrate into the mod.

Eventually once I can put more work into the scripts to help further automize the peocess and make it robust enough to minimize mistakes, I'll release it as a tool online for modders to use.
 
So I am going to say that we are officially open for voice acting applicants for your mod @Goat_Boy . For now I will support generating the required files, testing them, and providing them to you to integrate into the mod.

This is really cool, thank you so much for your incredible work. This won't only help me but any modder who wants to add voices to their mods as well :)

I would not officially submit this voice acting set for the mod because 1) I feel it's a bit lacking in personality and 2) I didn't make an effort to sound proof my recording space to eliminate background noise. (Could be as simple as going to a quieter area and throwing a blanket over yourself and the mic), also there's some crackle probably from the amplification. Also 3) I need to do some trial and error with the best method for preping the wav file before acm conversion, the playback quality wasn't as good as the standard talking heads.

I do want to voice act at least a character or two for the game, but need to decide who I think I could do a good job playing.
.

Yes I'd much prefer real voice actors as well, doesn't have to be amazing performances either. For me the most important thing is decent mic quality.

I quite liked your take on Klint but I understand if you want to change it, feel free to voice any character you want.
 
I quite liked your take on Klint but I understand if you want to change it, feel free to voice any character you want.

I may re-record him then if you liked the voice acting. My mic is fairly decent (one of the blue snowalls), I just had the backround noise from my PC fans (running 10 in my cube case, haha), and want to have a bit of sound dampening going so it doesn't sound like I am in a building.
 
Oh, and I'll see if I can go about modifying the credits. If it's straight forward to do we can add credits for the voice actors.

Once your latest update goes out I'll take a look at the current npc list and see if there's any others in the current pool that I'd like to act for you. I'm hoping to find some npc's with some more fun dialogue (anger / more emotion, e.g.) to act out. Renesco was mentioned, agreed he'd be a lot of fun to do.

Only want to do a few though. It's of course important to have several voice actors so the npc's are unique. My limited acting skills can only do so much for unique voices.
 
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Lao Chou, Lo Pan, Dragon, Dr. Wong, Vikki & Juan, AHS-7 and Matthew now have a fully animated portrait.

Thank you deeply to everyone who has helped and supported this mod so far, I really appreciate it.

Download is available here: Nexus

[Arroyo]
Klint
[Klamath]
Ardin, Maida, Jenny, Smiley
[Den]
Lara, Tyler, Joey, Rebecca Dyer, Metzger, Mom, Vic
[Umbra tribe]
Chieftain
[Modoc]
Jo, Miria, Davin, Rose
[Ghost Farm]
Vegeir
[Vault City]
Valerie, Chancellor McClure, Dr. Troy, Phyllis, Stark
[Vault Village]
Connar
[Gecko]
Lenny
[Abbey]
Abbot
[Redding]
Mayor Ascorti, Sheriff Marion, Marge LeBarge, Dr. "Painless" Johnson,
Dan. McGrew, Lou, Fannie Mae, Obadiah Hakeswill
[Broken Hills]
Typhon, Francis
[New Reno]
Big & Lil' Jesus Mordino, Salvatore, Mason, Jules,
Orville Wright, Mr. Bishop, Leslie Ann Bishop, Angela Bishop,
Ms. Kitty, Marjorie Reed, Father Tully, Stuart Little
[S.A.D.]
Skynet
[NCR]
Elise, Mira, Roger Westin, Dr. Henry, Robodog
[Vault 13]
Gruthar, Goris
[Vault 15]
Chrissy, Darion
[EPA]
Cat Jules, Kitsune, Dex
[San Fransisco]
Ken Lee, Dr. Wong, Lao Chou, Dragon, Lo Pan, ASH-9, ASH-7,
Vikki & Juan, Badger, Suze, A. Ron Meyers, Matthew
[Navarro]
Dr. Schreber, K9
[Enclave Oil Rig]
Vice President Bird
[Other]
Dogmeat



 
Oh, and I'll see if I can go about modifying the credits. If it's straight forward to do we can add credits for the voice actors.

Once your latest update goes out I'll take a look at the current npc list and see if there's any others in the current pool that I'd like to act for you. I'm hoping to find some npc's with some more fun dialogue (anger / more emotion, e.g.) to act out. Renesco was mentioned, agreed he'd be a lot of fun to do.

Only want to do a few though. It's of course important to have several voice actors so the npc's are unique. My limited acting skills can only do so much for unique voices.

Renesco doesn't actually have a talking head yet, but he seems to be quite requested so I definitely need to make one for him :grin:

I'm quite excited to keep working on this mod now hahaha

About the credits, that's a really good idea although I'd suggest we add on to the RPU credits so that we don't overwrite any names.
 
About the credits, that's a really good idea although I'd suggest we add on to the RPU credits so that we don't overwrite any names.

The plan would be to append it to a separate section of the credits yep. Not sure if / how the rpu credits are implimented yet.

And amazing job on the heads! I'm excited to voice act a couple more charactera for you! Are they all complete with the mouth frames?
 
And amazing job on the heads! I'm excited to voice act a couple more charactera for you! Are they all complete with the mouth frames?

They are! I think only a couple of the older ones I made lack talking animations but I may be able to fix that.

I guess now I can finally focus on rounding up voice actors :D

I really appreciate your help and imput btw
 
I guess now I can finally focus on rounding up voice actors :D

So I was looking through the list of updated scripts / heads to pick out some characters I wanted to try voicing. Might have gone a bit overboard, haha but here's what I am going to take a crack at:

Klint the guardian of the temple
I will re-record his lines to get cleaner audio
Dog Meat Special encounter
This and any of the animals in the game will take a bit of special treatment in the scripting. My GF has a couple of German Sheppards we may be able to use, otherwise I might just get a couple generic audio files online.
Tyler in the Den
Matt BOS in San Fran
Lenny the ghoul
I am most excited for lenny I think. It will be fun to try and mimic a studdering ghoul
Typhon, Son of Set - Broken Hills
Also going to be a fun one with him being a ghoul
Marjorie Reed - New Reno Stables Researcher
Salvatore - New Reno Boss
Wanted to see what I could do with this one considering he has breathing problems. Probably the most challenging in the set I have selected. May need to hand this off to someone else
Senior Council Member MCclure (Vault City)
Robodog NCR 1
This one will be interesting, will try making an auto-tuned dog bark
Dr. Henry NCR
Figured I would do the doc and the robot dog together.

Tried to select some characters that weren't close together. I will be trying to change my voice up for each NPC but keeping them split apart also means the same voice actor (me) won't be heard in short succession, so the voices will sound more unique. Will re-record klint first and then probably take a crack at tyler. May also add some one to this list from Klamath.

@Goat_Boy maybe you should put together the list of npc's that need voice actors and denote which ones are complete, being worked on, or don't have an actor yet so we can track it easier? Maybe we can put the list in the original post on this thread?
 
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So I was looking through the list of updated scripts / heads to pick out some characters I wanted to try voicing. Might have gone a bit overboard, haha but here's what I am going to take a crack at:
.

That sound great to me! Actually pretty excited to hear them hahaha Good idea of spacing out the choises btw

I think McClure may be one of the few THs without speaking animations so I'll make sure to send them to you.
 
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