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War of the Chosen
NOT war of the chosen!
NOT WotC!
Quick announcement, with the author's gracious permissions, functionality of this mod was copied into Highlander v1.22, so anybody using Highlander of that version of higher has no need for this mod.
Yes
I think I understand now, you borrowed voice lines from Laid-Back, Intense and so on and applied them to the new attitudes to make them sound more like a unique attitude. Yeah this does sound like something I would want, I had no idea they used the same personality voice lines as Normal.
The new attitudes don't have customized voice lines. The attitudes in the base game customized the voice cues uttered by your soldiers. A "Hard Luck" soldier will sound annoyed, one that is "Happy Go Lucky" will sound more cheerful, and so on. However, the new attitudes in TLP didn't customize the voice cues in this way at all. They all just used the same lines as "Normal," so they had a lot less personality.
This mod changes that by re-using some of the customized voice lines as approriate for the new attitudes: for example, a "Smug" soldier will reply with voice lines that make them sound smug, mostly taken from "Laid Back" with a few from "Happy Go Lucky." Or "Let's Go!" now uses the same voice lines as "Intense" to make it seem like the soldier is pumped up and ready to go. And so on.
@Salmonela
Unfortunately, that's something I can't help you with because I haven't done it myself, so I don't know what's involved.
Are you saying you recorded new voice lines for them? The description isn’t very clear...
Unfortunately, as far as I know, you can't choose individual voice lines, just voice cues. So the best you can do is to randomly choose any of the lines the soldier says when throwing a grenade. Which means unfortunately he might yell out "get ready for a surprise!" and then get hit by a grenade. :D
so I want to make it so that a soldier can say 'Look out grenade!', while he's being hit by a grenade; something that he doesn't say in the base game.
Does that help?
I don't understand your first question.
Anyway, XGUnit is one of the classes of the game, used to represent units in tactical. You can see it in XGUnit.uc in the SDK source code. You can read about class overrides here (scroll down to #3) https://forums.nexusmods.com/index.php?/topic/3775625-discussion-about-how-do-i-change-xxx-in-the-game/
Also, what’s an XGUnit override?
The function is actually really simple. It just takes the name of a voice cue as input and spits out either an empty string (which means don't change anything) or the name of a new voice cue. Everything else comes down to reading GameStateUnit and doing whatever.
Normally I'm all for learning and doing it yourself but in this case it's a bit harder because there can only be one XGUnit override at a time, so you can't use this mod and anything that you yourself make at the same time.
Sometimes there's no Voice?
I noticed when I got the 'Berserk' battle madness trait, my soldier was sounding like he's panicking still, even though he should be really mad.
I also have the RPGO mod and I wanted to link a couple of sound banks to some of the abilities there, like Smite or Gun Kata.
But all in all, I would like to do it myself (I always like to learn programming), if you can give me directions or teach me to link a voice cue to an unlisted specific condition, it would be greatly appreciated!
It's possible, but it would need a mod like this one that essentially takes over deciding which voice cues get played. Which... I have, fortunately!
So if you can be more specific about what you need I can probably put a hook in for you.
Also would the same be possible of abilities brought in through mods?
The voice line can be removed in the XComContent.ini file for the TLE game files, should be pretty obvious when you find it.