Tales from the Commonwealth v1


As promised, here’s the open beta for Tales from the Commonwealth(see header for latest version). You can also find the Xbox version on Bethesda.net, which hasn’t been tested because I don’t own an Xbox, and probably never will. Them’s the breaks. As for the PS4 version, it will be released as soon as Bethesda figures out the whole issue with proprietary sound files, from what I understand until that issue is addressed, PS4 mods got no sound. Anyways, as with Interesting NPCs, you can report bugs by using the header at the top.

For quest and NPC locations, you can refer to the wiki or for an easy to scan list, check out this forum post here.

Next item, a hearty thanks to all who contributed. Not every quest and NPC made it into this particular version, so if you don’t see your name here it’s because it’ll be included in the second phase. And if you’d like to help out, I’m still looking for people to make custom cells, outfits, and other stuff I don’t really have the skill or patience to provide. Here are the current cast and credits:, with spoiler tags because the list is long and full of terrors:

  • Boston Bordello by Elianora

Meshes and Textures

  • Ghoul mask by 1ndajone5
  • Feral ghoul mask by FlipDark95
  • Slinky black dress by Elianora
  • Widow Jane Bottle by 1ndajone5


  • Reznore
  • 1ndajone5
  • Elianora
  • Bigcowfeet
  • Damndirtycasual

Voice Acting

Full Exposure

  • Cameron – Rebecca Cardenas
  • Art Collector – Daniel Byrne
  • Treasure Hunter – Jody “Tentacle” Denness
  • Man on Holotape – Will Handford
  • Auctioneer – Kyle Brannan
  • Auction House Patron 1 – Jeff Werden
  • Auction House Patron 2 – Natalie Proudlock
  • Auction House Patron 3 – Alice Bell

Sinners and Saints

  • Sadie – Adoxographist
  • Scalpel – MooderFooger
  • Molly – Kelly Camelio
  • Patron Saint –Noi Sek
  • Cue –Elko
  • Penelope –Lila Paws
  • Boy – Leara Morris-Clark
  • Jane Doe – Jessica Osborne
  • Lola – Ginger Roll
  • Cherry – Alice Bell
  • Vincent – Will Handford
  • Chase – Chris Potter
  • Customer 1 – Chris Potter
  • Customer 2 – Damn Dirty Casual
  • Customer 3 – MooderFooger

You’ve Got Mail

  • Mechanic/Handyperson – Marion Toro
  • Postman – Bigcowfeet

Radio Raiders

  • Boss – Will Handford
  • Dutch – Mike Foble
  • Bad-X – Kyle Brannan
  • Spitball – Ivy Dupler
  • Gran – Ginger Roll
  • Cain – James McLauchlan

Three Little Wastelanders

  • Wolf – Matthew Dixon
  • Carlos – Jessica Osborne
  • Annie – Ginger Roll
  • Franz – James McLauchlan

Love and Peace

  • Cozmos -Bigcowfeet
  • Crystal Moonbeam -Zillac
  • Earthstone – Will Handford
  • Starchild – Marion Toro
  • Gary -Mike Foble

Extra NPCs

  • Ghost – Will Handford
  • Johnny Friendly – Joseph Landis
  • Minuteman Deserter – CK MacNamara
  • Drunk – Ivy Dupler
  • Crash – Ivy Dupler
  • Old Bus Lady – Lila Paws
  • Lynn – Anna Castiglioni
  • Garrett – Jeff Werden
  • Fisherman – James McLauchlan
  • Farmer – Lila Paws

Robot Medical Clinic

  • Doctor Handy – FairfieldFencer
  • Nurse Nanny – Kyle Brannan

Under the Bridge

  • Audrey – Natalie Proudlock
  • Mr. Handy – FairfieldFencer
  • Margaret – Ginger Roll
  • Father – James McLauchlan
  • Arthur – FairfieldFencer

Atom Cats

  • Atom Cat – Jessica Osborne

Brotherhood of Steel Soldiers

  • BoS 1 – MooderFooger
  • BoS 2 – Josh F
  • BoS 3 – Jessica Osborne

Jet Junkies

  • Rabbit – Ivy Dupler
  • Virus – J.T. Decker
  • Slim – Mike Foble

Commonwealth Karaoke

  • Stand-Up Comic – Ivy Dupler
  • Ghoul Crooner – James McLauchlan
  • Bartender – J.T. Decker
  • Mama Mabel – Ginger Roll

The House that Bruce Built

  • The Pin – Matt Leonen
  • Strike – Shannon L. Shook (Arvil143)
  • Washout – Adoxographist
  • Teddy – Crys Blue
  • Bench Coach – Will Handford
  • Catcher -Giramor
  • Fast Pitch Fannie – Anna Castiglioni
  • Baseballers – MooderFooger
  • Bruce – Roksys


  • Clarissa – Ash Eluned
  • Grogan/Gronk – James McLauchlan
  • Skinny – Nathan Suhara

European Immigrants

  • Ghoul 1A – Alice Bell
  • Ghoul 1B -Mike Foble
  • Ghoul 2 – James McLauchlan
  • Aaron – Will Handford
  • Cecylia – Viridiane

Atom’s Glow

  • Father Malcolm – Bigcowfeet
  • Emily – Kelly Camelio
  • Doctor Feldman – Bigcowfeet
  • Brother Jacob – J.T. Decker


The mod was constructed with the vanilla dialogue wheel in mind. This isn’t to say it’s not compatible with Full Dialogue mods or anything like that (although I’m not sure how they work so they may require a patch), but there are occasions where I’ve used the text prompts as a tool to add some specificity to the conversation. For instance, in this video here, you’ll notice how responses like “La Voz?” are used to bridge the gap between the generic dialogue and the specific conversation points being made.

Lastly, a few notes on the companions. They pretty much have all of their base lines recorded – companion swaps, interjections, complaints when you step on a mine, that sort of thing. In fact, you’ll notice they have more exploration lines than the vanilla companions when going to locations that are seldom visited. However, it’s important to note that since these locations don’t have specific comment triggers, and since idles don’t fire as often as they do in Skyrim, a lot of times you’ll have to actually click on the companion to get the unique commentary, as shown here.

They’ll also interject commentary during modded quests, so bringing them along should offer some depth to your questing and exploration. The other thing that’s different is I’ve scrapped some of the more gamey aspects of the affinity system. Right now, the whole thing is tied to time spent together, which goes up on its own. While this will make racking up affinity take longer, you don’t have to worry about losing affinity every time you take some drugs. You can pick whatever dialogue you want, and you can do whatever actions you want, without having to worry whether [Audrey Dislikes That].

Technically two of the three are romanceable, but one is currently blocked off since the personal quest hasn’t been constructed. That will come in phase two. For now though, I just want to polish up the quests we’ve put together so far and make sure everything’s hunky dory. That Dory, such an illusive hunk.

Site Maintenance


Edit: Fixed, it was the host’s server cache that had to be cleared, I think this is the second time I’ve run into this problem with Dreamhost, I’m making a note of it here though so I don’t forget the next time it happens. Just gotta contact Dreamhost, and then tell them to clear their stupid cache, and voila, website is restored.

Okay, for some reason the website decided to go bonkers last night and transform itself into a checkered wall of text. I’m not sure exactly why, it might have to do with a bad plugin updating itself, turning the previous theme incompatible.

Changing the theme to “Dynamic News” has restored some order, although the forums are really hard to read, and the music player is similarly borked.

The WordPress login toolbar has also turned into a bunch of text, so I’m gonna have to look into that as well. I’m tired though, so I’m gonna sleep and hope it magically fixes itself in the morning. Good night.

Tales from the Commonwealth News and Notes


So just an update, I’ve decided I’m going to release in two phases rather than three. Phase 1 will be released as an open beta on June 28th for PC users, followed by a console beta whenever Bethesda updates their website to allow for a single upload instead of one for each platform.

You see, right now you have to make a separate mod page for PC and Xbox One, which basically means for Atomic Radio I have two pages I have to ignore instead of one (Three if you count Nexus). Aggregating them into a single mod page for the PS4, Xbox One, and the PC will increase the likelihood of me visiting that site and reading the comments by 1000%. And we all know 1000% of zero is something in the neighborhood of sixteen.

In other words I don’t have a solid date for console release, but for PC I am gunning for the 6/28. It will include most of the quests and three followers. The second phase will include the last bit of quests I haven’t gotten voiced yet and the ancillary NPCs I’m still figuring out where to place.


Fallout 4 Project – A First Look

With the CK in public beta and a lip sync tool available, I can finally show some of the stuff I’ve been working on since I got my hands on the sucker last week. I’ve basically finished two quests, albeit the second one is made up of three parts, so technically it’s four quests, with a fifth that should be ready in three days. Of course ready to play and ready for public consumption are two different things, mostly because there are still some things with the CK that need fixing on Bethesda’s side.

Mainly, NPC face sliders aren’t functioning, and the same whitewashing bug that cropped up in Fallout 3 and New Vegas has returned for Fallout 4. The file will likely have to be done as an ESM, although that should make patches a lot easier to do. Anyways, I’m still looking for testers and (possibly) lip syncers, so if interested reply to the forum post in the sidebar.

Site News and Notes

Fallout4 2016-02-20 16-53-13-64.avi_snapshot_00.20_[2016.02.25_01.44.17]

Hello! So an update on where things are at, I’m optimistic I’ll be able to cast most of the what I’ve mapped out so far for Fallout 4 by the time the Creation Kit comes out. The actual modding part will probably take about a month, so an alpha version should be out by May-ish, but a more likely target date will be June or July.

The mod will be a mix of quests and NPCs similar to the Fallout 3 Bundle, albeit the NPCs won’t have nearly the depth you’d get with an unvoiced protagonist. That’s why I’ll probably give this mod a new name. It’s an entirely different beast, and I don’t like to dwell on the past anyway.

Atomic Radio I can probably put out in a day or two after the Creation Kit release, since the hard part for that is done. The initial release will have about 4 new Grognak trailers, a half dozen commercials, and about 3 or 4 new sketches, including 2 horror ones. All in all I hope to get to the 5 hour mark before the Creation Kit comes out. More importantly, it’ll have proper time conditions and randomizing scripts.

Lastly, here’s some notes on changes to the site layout:

  • First major change is an infinite scroll, this will load new posts forever and ever if you scroll down, but since the pages only load if you scroll it shouldn’t use up too much bandwidth all at once, more of a gradual thing.
  • Changed the site favicon to Vault Boy
  • Twitter feed is now at the top of the right sidebar
  • Font for the site header is now a bit different, thought this looked a little cleaner
  • I figured out how to set the music player with an expandable playlist, this should allow it to take up less space overall. Click the button on the left to see the whole thing. Another quirk I noticed is that the player will continue to run even as you navigate to separate pages, which eliminates the need for a pop-out player.
  • I pared down the header button so it’s less of a clusterfuck for mobile users.

Granted the header’s still a bit involved since it shows every entry in the drop-down menu, but at least now it’s manageable. First thing I eliminated was the drop-downs for the forums and the casting calls, then the donation button, since it’s pretty much a waste of space. Not sure if the screenshots is pointless either but it doesn’t take up too much real estate and keeps the header full.

I considered separating the Fallout and TES downloads, but I wasn’t sure what to call it. The fact that it says downloads makes it pretty clear that’s what it is, if it said Fallout/TES you wouldn’t know what you were clicking until it was too late and now your room is filled with bats. So I left it alone. Besides, wouldn’t have made a lick of difference for mobile, and that was the whole point.

Raising the Bar(d)

Recently I replayed some of my earliest character voicing, which I do from time to time to compare the quality to that of present day.  Now, with the voiceover training, and experiences I’ve had through making audiobooks, the difference is very noticeable.

I began voice acting roughly 3 years ago, when I joined the computer gaming community, playing Skyrim, specifically Interesting NPCs. I found it marvelously enjoying, and I was quite proud of my work, even becoming a popular sought-after voice for several mods.  Then I created Anna NPCs.  Like I said, I was proud of the voice acting… at the time.  But compared to what I can do now, I’ll be honest… it kinda sucks.  I wish I could redo all those roles.  But unfortunately that would take waaaaayyyy too much time.

It’s been quite an interesting journey, and I’ve had a vast amount of improvement, particularly in this past year after taking a workshop last November with John St Jon.  To quote the lovable Sam Gamgee, “There’s an eye opener, and no mistake!”  That was when I decided to get seriously involved in voiceover, launching my “second career” in January this year.  I entered into training with Such-A-Voice, joined ACX (audiobook production), made myself business cards, a new website, created a company name and brand Castle Audio Productionsand jumped in on the social media scene.  I even took a gulp and began experimenting with the dreaded M-word… Marketing!


The latest step in my journey has been learning how to improve my audio files.  So far I’ve been doing just the basic minimal processing requirements for mods and audiobooks, mainly because that “technical stuff” baffles the bejezzus out of me, and I’d rather just do what’s necessary than risk over-processing when I don’t understand the rest.  The fact that many online videos and tutorials all have different opinions about how files should be edited, and “it’s an art, you’ll have to experiment to find what’s right for you” really just add to my confusion.  It seemed to me that Compress, EQ, Normalize, and Limiter all do very similar things, so why do I need to do all of them?  Fortunately, I have an ex-audio engineer nearby (my dear husband), who took some time to educate me.  I didn’t realize EQ has be tailored to a person’s individual voice!  That makes it even more daunting.

I can’t wait to get my professional demos done, which will be soon!  They’ll have scripts, coaching, and editing all specific to my voice.  The Bar(d) has been raised.  My performance, and my mastering, are of much better quality now.  Keep on soaring 8^)  Happy Halloween!

Facebook |  Twitter  |  LinkedIn  |  Soundcloud  |  Anna In Character

The Changeling by Merrigan

Ronja Monto, aka Merrigan, aka the voice of Alassea, has released an EP. You can purchase it by clicking on the BUY link above, which I highly recommend you do. Or you can just SHARE it with everyone you know, because sharing is caring unless we are talking about an infectious disease.

Merrigan’s music is infectious but in a good way. Beautiful, enchanting – these are not adjectives, they are copyrighted and owned by this EP. I can listen to it all day. In fact, I think I’ll do that right now.

Making Hope Essential

Now that I’m integrating Hope, Vincent, and Velius to New Vegas, I figure I should probably add some of the same features I gave the companions in the Fallout 3 Bundle. Given how easily they die, an option to make them essential should be standard.

This little dialogue thing here will flip the switch, but you have to use the base dialogue tree to get to it, as the wheel is for vanilla commands only. I really hate the wheel by the way. But I guess that’s because I do more talking than command issuing. It is fairly easy to remove, but some people might prefer it and it’s more consistent with the vanilla game.

Also, video games are really violent. I think Hope is going to need a blood transfusion after this test. And a new head.

Fallout NV Mods: The Blue Note – Mister Grant

I have a bit of a backlog when it comes to these trailers, since most of my focus has been on the radio channel. I did manage to get one done today, here’s Mister Grant for the NV mod, The Blue Note.

As mentioned here, the original release had a few assets in the wrong folder, but I that should be fixed with v0.02. I don’t know, no one’s said anything. If you run into any issues though, be sure to report them by clicking the button on the right side of the header.