Left 4 Dead 2

Left 4 Dead 2

Beel's Fixed and Expanded Talker
143 Comments
Beel  [author] 4 hours ago 
All lines defined in the Talker get cached, even L4D1's cast when you're playing as L4D2 cast and vice versa. So yeah, the soundcache is already struggling so much I made an another version of the mod without so many unused lines to help folks that crash do to the soundcache going over the limit. Which could happen because of other mods adding more lines/sounds or Custom Maps adding more lines/sounds
xSporez 10 hours ago 
aw man, like right now is the mod at the absolute max and its impossible to add any new unused voice lines? Also does the limit still get affected even if like say for example some voice lines when looking at certain things in maps wont play every time and only have a chance so not every unused voice line in that level can play? Or is it based on every unused voice line to the game regardless of if they are being said in a level or not?
Beel  [author] 15 hours ago 
That's a good idea, problem is that the soundcache is already barely handling all the unused lines added. So unfortunately I won't be adding any more unused lines to the Talker, unless by some miracle Valve increases the soundcache limit. Which is honestly unlikely, but we can hope
xSporez 16 hours ago 
I know the cut voicelines for nick reacting to the walkways breaking in swamp fever cant be added back because the walkways are static props and cant be changed by vscript but is it possible to add them to nick when he is looking at the end of a walkway dead end? like when he reaches a walkway path that ends and it not the right walkway to take to advance through the level because the voicelines he has for them breaking can be used for that too since he says "Woah, the walkway broke" and "we need to try the other walkway".
FBI 28 Aug @ 8:30am 
ok, ty
Beel  [author] 28 Aug @ 8:28am 
Normal Talkers don't work together, choose only one. Now VScript Talkers work with anything, Chimi's and Active Talker are the VScript ones.
FBI 28 Aug @ 7:05am 
can i use it with mayo's, lochlan, chimichamo and active talker from manacat all together??
Beel  [author] 18 Aug @ 7:33am 
If you're talking about 8 player stuff, then most of campaign specific stuff isn't in this Talker, yet anyway. But general interactions between the groups are there and I recently also added basic interactions with other group's NPC's, so that events work correctly
TeaLover 17 Aug @ 9:42pm 
i feel sad cause the author of the 8 talker suggest your mod, hope i doesn't miss out too much tho
Beel  [author] 17 Aug @ 6:11am 
It works with Chimi's VScript Talker things fine and it doesn't work with 8 Survivor one because it's a normal Talker script like mine
TeaLover 17 Aug @ 6:05am 
so sad it doesn't work wit chimichamo talker and 8 survivor talker :(
Beel  [author] 16 Aug @ 1:04pm 
Can't currently update the mod since it's late for me and I have a burnt finger. So expect it sometime tomorrow
Beel  [author] 16 Aug @ 1:02pm 
I'll make it so that Survivors only will say one more additional grabbed by Smoker line, also freeing yourself from a Smoker will now interrupt you and I will change on fire lines to be Critical ones. (Also other stuff I've been working on and off)
kib04060 16 Aug @ 11:01am 
Ngl i personally think that the survivors scream when taking fire damage can get really annoying after awhile even with cooldowns i suggest that you should change it to where they do hurt critical lines instead of incap hurt lines so they can be less annoying imo and the connecting smoker lines while it sounds good on paper the execution is not very good and just doesn't sound right especially when you just freed a survivor from a smoker and the lines just keeps playing i think it just sounds better before with the survivors just having one line after getting grabbed
Beel  [author] 20 Jul @ 4:24pm 
Okay Chimi
ChimiChamo 20 Jul @ 3:58pm 
ok so it is just tls talker but the survivors are far more annoying very cool
Beel  [author] 17 Jul @ 2:44pm 
Because that's my attempt at connecting grabbed by smoker lines, unfortunately there isn't a way that I know of to check if he is still getting pulled or to stop it after he's free
ChimiChamo 17 Jul @ 2:40pm 
why does coach shout no for 20 minutes after being grabbed by a smoker he killed
Barktrap 9 Jun @ 1:52pm 
Good to know
Beel  [author] 9 Jun @ 1:50pm 
I haven't tested any others, but Helrika's seems to work fine for me
Barktrap 9 Jun @ 1:22pm 
Just out of curiosity, are there any vocalizers that this is compatible with since Ion's Vocalizer is listed as incompatible?
(^^^) Xeno 1 Jun @ 11:30am 
Love the new lines for the gnome the survivors are baby taking it which is a cute idea (depending on your custom model)
MisterMayoNL 26 Apr @ 2:14am 
Funny, Exertion GoingToDie & the L4D1 GoingToDie normal / B&W lines arrangement are also on my to-do list
Beel  [author] 10 Mar @ 5:39pm 
It will be fixed in the next update
kib04060 9 Mar @ 5:16pm 
there's a bug where when you use the chainsaw and get a lot of kills with it the survivor hurrah keeps getting spamed over and over again to the point where it cuts out
(^^^) Xeno 7 Mar @ 9:26am 
@Matt

Use the roll back version it won't probably crash now.
Nick Overwick 17 Feb @ 7:52am 
I'm really enjoying this mod, but I've noticed that when Ellis gets grabbed by a smoker, even after he's freed he'll keep spamming the GrabbedBySmoker lines. It's really annoying. Other than that, fantastic mod!
Beel  [author] 12 Feb @ 11:59am 
It will conflict with it. One will overwrite the other
SPSick 12 Feb @ 11:57am 
does this conflict with the 8 player modified talker, or should it work fine together?
(^^^) Xeno 4 Feb @ 12:41pm 
Appreciate the new update :3
Beel  [author] 14 Jan @ 9:34am 
Glad you're enjoying these updates. Gives me more motivation to keep releasing them
(^^^) Xeno 14 Jan @ 9:01am 
Cool update I been trying to ask that SI callout unlock for so long from other talkers but now its here :health:
(^^^) Xeno 1 Jan @ 10:14am 
Excellent update! And happy new year!
Meepist 21 Dec, 2024 @ 11:25am 
this is one of my favorite mods on here
Beel  [author] 19 Dec, 2024 @ 5:20am 
Well then, I hope you like my humble Talker then :>
Monk 19 Dec, 2024 @ 5:07am 
yeah i know that, was just saying, I'm looking for a replacement because it errors a lot. that's why I'm here! :)
Beel  [author] 19 Dec, 2024 @ 5:04am 
Talkers work like any other script mods, so they should work on a dedicated server if you install it onto it. Don't know about the Active Talker. It's a VScripts Talker and not even mine, so you should ask the author about it
Monk 19 Dec, 2024 @ 5:01am 
does this work on a dedicated server? or do talkers break on dedicated servers? I've been trying to use active talker and its erroring a lot in my console
KAWAAAHHH 4 Dec, 2024 @ 9:17am 
wait, nevermind i just read the patch notes, sorry
KAWAAAHHH 4 Dec, 2024 @ 9:16am 
does the new update stop the soundcache crashes?
Beel  [author] 4 Dec, 2024 @ 6:22am 
That's a good idea actually and I myself surprised no one has tried to do this before
MisterMayoNL 4 Dec, 2024 @ 4:06am 
I'm actually kind of suprused Chimi never make a small VScript mod for that
MisterMayoNL 4 Dec, 2024 @ 3:56am 
I think it would be better to make The Passing Orator entity a seperate mod. Something tells me a lot of people would be interested in that
Beel  [author] 10 Nov, 2024 @ 9:07am 
Lol, yeah I was kinda surprised by how much was actually not documented when I saw the changes
MisterMayoNL 10 Nov, 2024 @ 8:06am 
Man I really gotta document my changes more. I forgot about literally everything in that list of changes
Pluvillion 6 Nov, 2024 @ 1:25am 
Ah, alright. Thank you! Helrika's vocalizer works, funny enough.
Beel  [author] 5 Nov, 2024 @ 6:00am 
Any that don't allow you to play unused lines or you could instead use a Rollback Version of this Talker, with that one you could use whatever
Pluvillion 5 Nov, 2024 @ 3:35am 
Which vocalizer work with this mod?
Beel  [author] 27 Oct, 2024 @ 3:24am 
I might just put a Remarkable in the cornfield and make the Response a Remark instead
Beel  [author] 27 Oct, 2024 @ 3:22am 
A comment on the Rollback version has already reported this and I knew about it. The problem here is that Random Object Spawner is marking the whole map with Finale attribute, the crow Response in Blood Harvest works off NearFinale, so Survivors say the lines when getting near the Finale attribute which in Vanilla is only after you jump into the cornfield