Any insight would be greatly appreciated, thanks!
I take it headphones are not an option?
Have you tried swapping out the NPC sounds in the sounds.xml file to something more PC?
For example, find one of the NPC sounds that you don't like and create a new one from trader_jen
As an example (I don't have the wasteland files in front of me so I can't give the specific file names so lets assume NPC1_cussingUpAStorm is the sounddatanode name for it):
Jen's vanilla
<SoundDataNode name="trader_jenlikefirstgreet"> <AudioSource name="Sounds/AudioSource_VO"/>
<Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
<AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_01" Subtitle="trader_jen_firstgreet_01"/>
<AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_02" Subtitle="trader_jen_firstgreet_02"/>
<AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_03" Subtitle="trader_jen_firstgreet_03" />
<LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode>
Copy and change the SoundDataNode name to
<SoundDataNode name="NPC1_cussingUpAStorm"> <AudioSource name="Sounds/AudioSource_VO"/>
<Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
<AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_01" Subtitle="trader_jen_firstgreet_01"/>
<AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_02" Subtitle="trader_jen_firstgreet_02"/>
<AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_03" Subtitle="trader_jen_firstgreet_03" />
<LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode>
So assuming I did this correctly (and I am weak in the modding of sounds so this is a big assumption right now), when the NPC wants to cuss up a storm, it will see the SoundDataNode name but the code directs it to the Trader Jen First Time greeting instead