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Major issue due audio clip changes for alternatives-to-english versions of the UFO4P

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Hi,

I know that  the Unofficial Fallout 4 patch is released in English but there's many Germans, Frenches, Russians, Spanishs... [others] players all around who love this game and had/have access to simply "modified" Unofficial Fallout 4 version following their language.

The audios clips fixes, which seems to be more and more present in last UFO4P versions, are destroying the immersion: suddenly the protagonist will speak English while everything else is in another language.

https://www.nexusmods.com/fallout4/mods/13884

https://www.nexusmods.com/fallout4/mods/14094

https://www.nexusmods.com/fallout4/mods/22170

https://www.nexusmods.com/fallout4/mods/28854

etc...

Is there any chance to see some day a release of a "children" version of UFO4P which does not integrate audio clips changes ? Is there any solution ?

Is it possible to have an explanation about this? Thanks :)

Regards

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The solution is to have the people responsible for the translations deal with this. Those audio clips have bugs in them and that's what we fixed.

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Ok...

Then be informed that all these changes are destroying/destroyed the alternative-to-english versions of the UFO4P.

So on one side UFO4P "absorb" fixes which have no language spec, and then restrict them to english-only. I think this was a point.
 

 

 

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As we've said numerous times before, we are not responsible for the state of translations whether that be the text or the audio. Expecting us to be is not feasible and never will be. If you want those translations to be handled correctly you should be taking this up with their maintainers, not with us. We have always made it clear that we are fixing the English version of the game and that it's up to the translators to keep up with what we're doing. Not for us to intentionally leave things unfixed because they don't want to keep up.

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You didn't answered regarding all the mods (which had no language restriction) UFo4p "absorbed". I think it was a good argument to get some kind of technical guidance or advice.

If i can do it myself i will: is it easy to find/trace the dialogs-related changes your team did just by opening the creation kit editor ?

I reformulate:

I never used this creation kit, if i install and open the patch file(s) with it; is it possible for me to find back all dialog changes, then to  translate, and to recompile the whole thing ?

Is this a good start ?

https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue

 

That's it, i hope to get some cool answer. Thanks.

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Just refer to the changelog. All of the audio files we've edited are clearly marked by their filenames (all of them should be .fuz files).

That list of obsolete mods isn't a list of things we absorbed. It's a list of mods that are no longer needed because we fixed the same bug. It has no relevance to the audio files.

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Made a step forward, i installed this CK, then opened the .esm, got some lists while clicking details, no idea what to do next.

I can confirm that when looking the changelog as example i find
 

v2.0.7 (2019-03-13)

Audio Fixes

One of the female player character's audio lines that can play when trading with a companion didn’t match the subtitle text or the corresponding male player character’s audio line. This has been corrected by replacing it with a duplicate audio sample in the game that didn’t have this issue. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0011CD97_1.fuz) (Bug #25901) 

And it's true, when playing the game, sometimes the female character will ask in English instead of my language.

 

I have no idea what to do to modify the call of a different file than this .fuz , in my language. This is a gigantic application.

Thanks you for answering me, i wish you a good play and good luck.

 

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