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Original Junktown endings?

Open burner1024 opened this issue 3 years ago • 25 comments

The ones where Killian stiffs the town, and Gizmo makes it prosper. Will they be restored (as an option, I guess)?

burner1024 avatar Jun 28 '21 09:06 burner1024

Nah, they don't have voiced lines as far as I am aware and "silent" ending slides are uncool.

Lexx2k avatar Jun 28 '21 09:06 Lexx2k

could they be implemented as optional setting? This way, one who likes content can play with silent endings.

Kokokokoka avatar Aug 02 '21 08:08 Kokokokoka

Uncool or no, I'd be fine with it, as well as an added option to simply let all the slides play without voiceovers.

Dark-Jaguar avatar Mar 14 '22 21:03 Dark-Jaguar

what?? ppl actually cared about having voiceovers??

+1

Owyn avatar Aug 12 '22 22:08 Owyn

For whatever it’s worth, voice synthesization technology has been improving noticeably lately (deepfakes, anyone? lel) and I could make a request to somebody to include the Fallout narrator’s voice as an option. The biggest problem would be waiting for the delivery, which could most well take several years thanks mostly to the author’s huge workload.

Anarcho-Bolshevik avatar Aug 20 '22 01:08 Anarcho-Bolshevik

We could use https://elevenlabs.io/voice-cloning or https://speechify.com/voice-cloning/ or any model from hugging face

kondors1995 avatar Jan 23 '24 20:01 kondors1995

Nah, they don't have voiced lines as far as I am aware and "silent" ending slides are uncool.

Can you post the full text that accompanies the cut slide? I'd like to try my hand at generating the VO using AI.

agris-codes avatar Apr 17 '24 14:04 agris-codes

Nah, they don't have voiced lines as far as I am aware and "silent" ending slides are uncool.

Can you post the full text that accompanies the cut slide? I'd like to try my hand at generating the VO using AI.

For what it's worth, I don't like using AI to replace real workers, but for small free fan projects it's an ideal solution that I have no real moral qualms with.

Dark-Jaguar avatar Apr 22 '24 20:04 Dark-Jaguar

Can you post the full text that accompanies the cut slide? I'd like to try my hand at generating the VO using AI.

https://fallout.fandom.com/wiki/Fallout_endings#Gizmo_alternate_version

burner1024 avatar Apr 24 '24 06:04 burner1024

Both the Killian and Gizmo alternate endings are here: https://drive.google.com/drive/folders/1UFfL73EqTuHaUlxAMz_3EOATJOQOQitA?usp=sharing

I've provided the raw .wav as well as the ACM files. I made sure that the levels / dynamic range matched the other VOs by Perlman.

I used Eleven Labs. It got very very close, I only had to edit the files a bit.

edit: if you guys want any other voice overs (narrator or talking heads), just let me know.

agris-codes avatar Apr 25 '24 20:04 agris-codes

Now it just needs the different ending slide images.

Seems the ACM is encoded wrong. Sound plays at 50% speed.

Lexx2k avatar Apr 25 '24 20:04 Lexx2k

Now it just needs the different ending slide images.

Seems the ACM is encoded wrong. Sound plays at 50% speed.

I used SND2ACM, what do you use to make ACMs?

agris-codes avatar Apr 25 '24 21:04 agris-codes

Haven't converted files to ACM in a billion years. Also don't have any such tools on this pc at the moment at all, so can't do any of that. If I remember right, you have to change the bitrate of the wav file before coverting.

Lexx2k avatar Apr 25 '24 21:04 Lexx2k

https://github.com/BGforgeNet/ipsdoc

burner1024 avatar Apr 25 '24 22:04 burner1024

I’ll check out burners tool. I made the wav files with the exact characteristics of the files produced by acm2wav, pcm 16 bit mono 22050 hz. Maybe i needed to tell snd2acm that the wavs were mono, all I did was tell it source was wav

agris-codes avatar Apr 26 '24 03:04 agris-codes

Why settle for 22 when you can have 44.

burner1024 avatar Apr 26 '24 03:04 burner1024

https://github.com/rotators/Fo1in2/tree/master/Fallout2/Fallout1in2/mods/fo1_alternative_Junktown_Endings

The results are pretty good. Maybe the same can be applied to the ai generated lines for the expanded ending slides option? https://github.com/rotators/Fo1in2/tree/master/Fallout2/Fallout1in2/mods/fo1_expanded_Endings_RonPerlman

Lexx2k avatar Apr 26 '24 06:04 Lexx2k

master/Fallout2/Fallout1in2/mods/fo1_alternative_Junktown_Endings

The results are pretty good. Maybe the same can be applied to the ai generated lines for the expanded ending slides option? master/Fallout2/Fallout1in2/mods/fo1_expanded_Endings_RonPerlman

so the ACM files in the alternative Junktown endings folder play at the correct speed?

for the "expanded endings" mod, where is the text of the expanded endings?

agris-codes avatar Apr 26 '24 12:04 agris-codes

Yes, I used the fixed snd2acm from the modders pack to convert it.

All expanded ending lines can be found here with EXP_N_... https://github.com/rotators/Fo1in2/tree/master/Fallout2/Fallout1in2/mods/fo1_base/text/english/cuts

They have duplicates of the vanilla lines, because I had them rerecorded completely back then.

Lexx2k avatar Apr 26 '24 12:04 Lexx2k

Yes, I used the fixed snd2acm from the modders pack to convert it.

All expanded ending lines can be found here with EXP_N_... master/Fallout2/Fallout1in2/mods/fo1_base/text/english/cuts

They have duplicates of the vanilla lines, because I had them rerecorded completely back then.

got it. so the audio that needs to be generated goes with text EXP_N_[10, 11, 12, 13, 15, 16, 18, 19, 20, 21, 22, 23, 24, 25, 27, 28, 29, 31, 32, 34, 35, 36, 37, 40, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64 ]?

agris-codes avatar Apr 26 '24 13:04 agris-codes

Yes, but minus whatever already exists in the base game. Can't crosscheck right now.

Lexx2k avatar Apr 26 '24 13:04 Lexx2k

The expanded (new) endings are 50 - 64, none of the original endings were tweaked.

Long shot: anyone know the english pronunciation of Adytum? I never could stomach all the post-Fallout 2 fallout media, so I've never heard it pronounced before. I expect it's either Add-Ee-Tum or Add-Ee-Tom.

agris-codes avatar Apr 26 '24 14:04 agris-codes

Expanded ending slides VO is here: https://drive.google.com/drive/folders/1UFfL73EqTuHaUlxAMz_3EOATJOQOQitA?usp=sharing

You'll see a "fixed txts" subfolder, please use those versions of the EXP_N_#.txt files as I fixed several minor typos (10, 13), while tweaking the text slightly in 50 & 52 to sound better when spoken.

I was able to find a spoken reference for Adytum, Julie Farkas from FNV https://www.youtube.com/watch?v=U8zJ2rtovlc&t=1550s Ah-DE-tum. I got the AI to say it correctly fairly consistently, although it is not perfect.

You will need to turn these into ACMs, but the wavs are all edited for correct pacing and levels.

agris-codes avatar Apr 26 '24 18:04 agris-codes

Pretty sure Nicole says it as well.

Replaced all files with the new ai generated ones. Not 100% perfect, primarily the "cave" effect doesn't really shine through, but all in all not bad, I'd say. At least acceptable for the mod, especially since even vanilla narrator voice lines have varying quality from ending slide to ending slide.

Lexx2k avatar Apr 26 '24 18:04 Lexx2k

Pretty sure Nicole says it as well.

Replaced all files with the new ai generated ones. Not 100% perfect, primarily the "cave" effect doesn't really shine through, but all in all not bad, I'd say. At least acceptable for the mod, especially since even vanilla narrator voice lines have varying quality from ending slide to ending slide.

do you have build of mod with these changes

kondors1995 avatar Apr 30 '24 18:04 kondors1995