Left 4 Dead 2

Left 4 Dead 2

Mayo's Modified Talker
98 Comments
Sakufire Tao Oct 24 @ 8:12am 
That's odd, I did that and I still get sound overflow errors on the console relating to sound files (concert/onebad.wav or zombiechoir.wav with no mods for those files), I may try again later
MisterMayoNL  [author] Oct 24 @ 12:55am 
To avoid issues when switching talkers, always unsubscribe instead of disabling it in your add-ons, and restart the game
MisterMayoNL  [author] Oct 24 @ 12:53am 
@Umbycalliope this mod alone cannot cause a sound overflow. Did you restart the game after removing the other talker mods? You should as the cache is reloaded on startup. As such if you didn't restart it can still cause overflows as it essentially still has all those talker mods ready to go.

My talker is still compatible with ion's and does not cause an overflow if used together. Same with vscript talker mods
Sakufire Tao Oct 22 @ 3:47pm 
Also, it doesn't work, I keep getting sound overflows even though I don't have music/ambient mods, I tried everything, disabling ion's, disabling Lochlan's, everything, can't play. Lochlan's vocalizer works fine, but this one I can't even start Dead Center or a local server.
Sakufire Tao Oct 22 @ 2:46pm 
Right now I kinda wanna sub to this mod since it's more active, but what's the difference between this and Lochlan's vocalizer? which is the one I've been using like 1 year ago due to how funny it is
Pluvillion Sep 3 @ 3:27am 
I noticed - did you do something with how the survivors do their callouts? I like swapping Ellis with Zoey in L4D1 campaigns and I noticed he doesn't act like he's the only one in the team anymore. I like that.
MisterMayoNL  [author] Aug 21 @ 7:05am 
That's something I thought of for more in depth 8 player map support but settled on another way to organize it. It's just a remant which I need to delete
Edison Gar Aug 21 @ 6:53am 
I looked in terror_player.txt and I saw #include "talker/8playerfinales.txt" in it but there's no 8playerfinales.txt file. Is this meant to used on other 8 player mod or something?
MisterMayoNL  [author] Aug 7 @ 1:13am 
That seems very unlikely. Not sure how much custom talker content Nova Prospekt uses, but this mod with ion's vocalizer is compatible and does not cause an overflow error.

If ion works, it makes it very unlikely that a custom map would add too many voicelines for this to happen.

I always use this talker in my own dedicated server any I've never had it crash on me on any of the custom maps I've played (which is over a 100). Although I have not played Nova Prospekt.
TBK Duy Aug 6 @ 10:46pm 
Have anyone got the overflow scene error or something ? This is probably a issue on my end, mostly anyone wouldn't encounter this, but some custom maps may freeze in mid game due to too much vocalize scene being executed (idk if i describe this precisely)

The map name was Nova Prospekt, when I used this talker mod, the problem happens, and I restart my game with lighter talker mod, the map can be playable to the end
Pluvillion Jun 9 @ 12:06am 
I'll take a peek at the patch notes next time. I'll keep an eye out if you've implemented a script that has already existed before (i.e; L4D2 survivors saying thanks, etc.).
MisterMayoNL  [author] Jun 8 @ 8:58am 
I actually wasn't sure if my talker was still compatible with ion before testing this. Good to know it still is!

Glad I could help and that it works :)
Pluvillion Jun 8 @ 8:49am 
I cleared up my talker scripts. It's back to working again.

Good grief - I should really keep my mods in check.
MisterMayoNL  [author] Jun 8 @ 8:42am 
Just tested with Lochlan's vocalizer as well, and I do not have a crash when using that with ion either. I also tested with another talked which notes that it isn't compatible with ion as another check and it DID crash there, so Lochlan;s should also be compatible
Pluvillion Jun 8 @ 8:38am 
I'm currently looking at my workshop addons as we speak. I didn't realize how many unnecessary vscripts I have installed. God.
MisterMayoNL  [author] Jun 8 @ 8:37am 
I suggest rebooting the game before testing, to make sure it only precaches the lines from what you're curently subscribed to
Pluvillion Jun 8 @ 8:34am 
Y'know, fair enough. I've added a decent amount of talker vscripts way before I installed this one so that's definitely it. I'm gonna look at some older vscripts and see which one this talker's already taken care of - I assume the game also loads dupes.
MisterMayoNL  [author] Jun 8 @ 8:31am 
@Pluvillion This is due to reaching the soundcache limit. Every voiceline is precached that is in the talker & ion's vocalizer. Having too many voicelines means you can go over this limit, and thus you'll crash back to the main menu without any popups.

I've tested my talker together with ion's vocalizer but this does not reach that soundcache limit. I suspect using both gets you just below that limit, but perhaps you use other mods like some of ChimiChamo's VScript talker which also adds more lines and causes your game to go over the soundcache limit
Pluvillion Jun 8 @ 8:01am 
Okay, so Lochlan's talker is experiencing the same but with VOX's vocalizer instead. What in the world is going on???
Pluvillion Jun 8 @ 7:53am 
Looks like we've reached the limit. No campaign loads if I have this and ion's vocalizer installed. Does anyone know a good alternative?
MisterMayoNL  [author] Jan 22 @ 10:38am 
@Ajiliffe this is when playing with mixed L4D1& L4D2 survivors and only one of the said group remains (like only Ellis together with L4D1 Survivors). Just a problem with how the game checks for survivors being near
Ajiliffe Jan 22 @ 10:35am 
If there is less than 4 survivors (not dead, just, entirely) then the main player would always callout like he's lost/alone every 1-2 minutes
gloom Nov 8, 2024 @ 10:09am 
@MisterMayoNL I understand, I would just recommend doing it gradually. like L4D2 survivors just having talker logic for crescendos and finales in L4D1 maps then vice versa for L4D1 survivors on L4D2 maps. I don't mind actual convos being the last thing tbh.
MisterMayoNL  [author] Nov 7, 2024 @ 10:15pm 
@gloom it is something I've considered a few times, but making all survivors compatible with all base campaign is a tall order.

I do want to fix the more glaring issues like interacting with radios or events not properly progressing in the talker logic when using the different set.

It's just stuff like the Dead Center Elevator convo that I know will take a lot of effort to properly implement. And I don't just want to copy Rise's version line by line.

So we'll see :demoticon:
gloom Oct 15, 2024 @ 1:07am 
I hope u expand the 8 player to like how it is with Rise's. Cuz I want to have both. L4D2 survivors are silent on events in l4d1 maps and whatnot.
MisterMayoNL  [author] Jul 17, 2024 @ 12:50pm 
I know. I put a comment in there for refrence. I didn't want the line to be precached as it's not useable in its current form
Beel Jul 17, 2024 @ 12:47pm 
Not sure if you realised, but I attached the NoEntry Remark to the sign myself. So that only works on my Talker, unless you want to attach it yourself or copy my attachment
PeopleLikeStuff Jul 16, 2024 @ 10:41pm 
I think some of the idle lines in safe rooms could be changed, specifically removing any "going to die" lines, since it's a little odd hearing Louis randomly talk about being scared to die when at 90 health in a saferoom lol

Also, thoughts on tweaking some of the vanilla special infected lines in Dead Center? It always bugged me how the survivors use present tense dialogue for something that already happened (like Ellis saying "holy shit kill it!" *after* a special infected dies and someone mentions what that infected is called, or Ellis and Rochelle going "what the hell is that?" "I don't know but I don't think it's friendly" *after* killing the first tank in the campaign)
Dr. Zaius Jul 14, 2024 @ 2:55pm 
a little bit of a shame, since I cant really match and mix talkers
MisterMayoNL  [author] Jul 14, 2024 @ 2:51pm 
@Just Ellie No. I do not support voicelines for map specific events. I also won't be adding this, as it's a ton of work to implement.
Dr. Zaius Jul 14, 2024 @ 2:48pm 
does this include conversations for 8 survivors, as in the Dead Center elevators
MisterMayoNL  [author] Jul 13, 2024 @ 3:40am 
VScript talker addons will always work with normal talkers. Some of Chimi's addons are obsolete when using my talker.

At the top of this page I have a link to a guide that showed what was compatible and what wasn't, but this is now almost completely empty due to the original mods being removed. I might fix this using the reuploads.

TL;DR yes it works but some of those addon features are already in this talker
KAWAAAHHH Jul 12, 2024 @ 9:25pm 
i have some of the talker downloaded from an archive but do they work with your addon?
MisterMayoNL  [author] Jul 12, 2024 @ 1:15pm 
Seems that all of Chimi's talker mods are gone for some reason? I only have a few of these backed up. If it doesn't return I might repost these
MisterMayoNL  [author] Jul 12, 2024 @ 1:13pm 
Double tank callouts aren't possible without the use of VScript. I DO have a copy of this addon. I'm assuming you mean Chimi's version
Zaktor Jul 12, 2024 @ 6:59am 
Bots can friendly fire is doesn't exist anymore as well
KAWAAAHHH Jul 12, 2024 @ 4:16am 
does this have double tanks call outs? a addon used to have that as a standalone but it doesnt exist anymore
ion Jul 7, 2024 @ 8:05am 
@MisterMayoNL: Greetings! Please read my comment in the Discussions. Thank you!
MisterMayoNL  [author] Jul 6, 2024 @ 5:17am 
@Xanaguy yeah I noticed. Campaign intros seem to work fine (apart from the L4D1 intros which is caused by ion's) but some chapters indeed sometimes skip the dialogue.

I noticed this in Dead Center when testing these rules. Might change it to have it only work in custom campaigns
Xanaguy Jul 6, 2024 @ 4:53am 
Just a heads up, which rule fires when it comes to nointro cases remain quirky. I'm still waiting to see if there will be an update that changes how it judges which rules are able to fire. So until it is judged by its overall score, some intros will have a chance of not playing.
Suizei Jul 6, 2024 @ 3:03am 
l4d1 campaign intro voice lines don't play this update. Hope this will be fixed.
MINMO Jul 3, 2024 @ 9:14pm 
l4d1 campaign intro voice lines don't seem to work when your talker is combined with ion's vocalizer. does this happen for you too?
MisterMayoNL  [author] May 3, 2024 @ 4:27pm 
@Shad3rEVO Short answer: Yes
I suggest you check the guide linked in the description
Digital_Revenant May 3, 2024 @ 4:21pm 
Will this work with ChimiChamo's talker vscripts?
Beel Apr 17, 2024 @ 8:40am 
I do agree with that, but also I think is because our Talker's are kinda trying to do the same thing. That is: Being Vanilla friendly. A Vanilla+ if you will, so our goals are pretty much the same and because of that we are bound to sometimes reach the same conclusions. Altough the difference I've noticed between your and mine, is that your Talker tries to be close to Vanilla as possible, while mine can stray away from it more. Like editing the odds and ChanceToFire. There is also a lot of differences that can't really be seen by the player, without directly comparing the files.
MisterMayoNL  [author] Apr 16, 2024 @ 10:46pm 
@Asgard I do plan on adding unused voicelines. Most unused lines are just line variation but I do want to add more of them in general. I just haven't taken the time to add more of these. I know there are situation where survivors can talk to survivors even when they're not present, I might add a check for some of them I encounter but I won't go out of my way looking for them.

I will say that the line between Beel's and this talker keeps getting blurrier with the increasing amount of overlap with features.
Zadkiel Apr 16, 2024 @ 9:47pm 
Beel recently did an update with unused dialogue/conversations in mind to their talker and just curious to see if you plan on doing something similar down the line.
Pluvillion Apr 2, 2024 @ 11:25pm 
Understood.
MisterMayoNL  [author] Apr 2, 2024 @ 8:20am 
@Pluvillion my talker only has some features seen in Rise's 8 player modified talker. These being more generic interactions that can happen on any map or mode (reviving, thanking, calling their names, mourning, etc).

I have not added any of the campaign specific dialogue. Mainly due to this talker not being meant as THE 8 player talker mod. This does mean that survivors will be very quiet on a map they're not supposed to be in. In the worst case it can break some dialogue moments (only sometimes when survivors talk to another non-survivor character), but it will never softlock a campaign.
Pluvillion Apr 2, 2024 @ 5:31am 
Either that or this already has Rise's mod but with more features?