XCOM 2
[WOTC] Voice Patcher
71 Comments
Aquilio  [author] 20 Mar @ 9:14am 
@hottt3
Not to my knowledge, but so far every voicepack that supports the mod has that mentioned in the description.
I can recommend PsyCHo's voicepacks, as well as Ayser's and Lofty's (and some of mine too).
I might consider making some kind of a collection eventually.
hottt3 20 Mar @ 8:39am 
Thanks for the mod! Is there a list of mod authors (or maybe modlist) that support this mod?
Jestimac 22 Feb @ 12:35pm 
@ Ayser. I can hold my own when dealing with config files, but I don't use the SDK for the time being (I use to have a mac and the SDK is not available). Maybe I'll load it, because, if I understood correctly, the SDK will really facilitate checking whether an ability has a voice event attached to it or not.
By the way, I had a look at your presentation on making a voice pack. It is quite comprehensive and reasonably clear. Congratulations.
Rgds
Jestimac 22 Feb @ 12:31pm 
@ Ayser. Thank you for the answer. I'm basically trying to use the mod to provide a voice reaction to abilities provided by modded LWOTC classes, especially the ones created by additional perks packs. As far as I know, it would be surprising if "exotic" abilities have a voice event attached.
I have tried with two abilities included in the "watchdog" class. It seems to work but it is quite hard to confirm whether it is indeed working or not. I need to investigate further to get the hang of it.
For example, I need to re check that I gave my "watchdog" a voice coming from a compatible voice pack. I'm sure that would make a difference.
All this is in fact quite interesting, because that is an aspect of the game I did not really inspect before.
Ayser 19 Feb @ 1:56pm 
@Jestimac
I think that's all correct. Just make sure you don't assign a voice event to an ability that already has one for it. That could make dialogue double up if a voice mod already supported both.

If a voice event is triggered that a voice mod did not support, then the soldier will simply be silent. The game doesn't crash or anything.

Also, 'Ayser's Voice Script' is just a modified version of Robojumper's Voice Script that contains all the voice events both base-game and added through Voice Patcher. The volume adjustment feature in that was also originally done by Aquilio, as far as I'm aware.
Jestimac 19 Feb @ 1:28pm 
Hello. I did find the compatible voice packs. I had some of them already ;)
The ones I did not have are the heavy ones (not cooked).
A quick question for me to try to develop my own config. What you provide in the "read me" files (and I assume what is contained in Ayser's and Robojumper's scripts as well) are the existing voice events already in the game).
One just needs to couple an ability with a voice event and, if a voice pack (even not compatible) contains this voice events, the config will ensure the voice event is played when the ability is used. If the voice pack does not contain such a voice event, then nothing will happen (the game will not freeze ?).
The bulk of the work is therefore to identify the various abilities which are not already linked by Voice Patcher and add them in the VP additional config. This will be coming from the perks and abilities linked to the classes or sometimes the weapons.
Am I correct ?
Aquilio  [author] 8 Feb @ 2:58am 
Hi, that kind of information is usually shared by the voicepack authors in the description.
However, nothing bad will happen if you run the Voice Patcher-compatible voicepack without the mod itself, or vice versa.
Jestimac 8 Feb @ 1:51am 
@Aquilio : Hello. How does one know if a voice pack is compatible or not ?
Aquilio  [author] 5 Nov, 2024 @ 1:28pm 
Heads up: I will be updating the mod on the 10th of November. If you've been making your own changes to the config, make sure you have the XComSoundCuePatch.ini config backup, or you have set it up as a local mod.
the economy 5 May, 2024 @ 11:07pm 
very cool, I can foresee a class being made for a specific character/voice with this, i'm lazy though
Aquilio  [author] 5 May, 2024 @ 2:44pm 
Yup, ability template name (AbilityName)
+ voice event name of your choice (VoiceEvent); base game voice event names are in the ReadMe.txt file
the economy 5 May, 2024 @ 2:40pm 
So this would work for any modded abilities yes? just have to add the template name?
Aquilio  [author] 28 Dec, 2023 @ 6:23am 
It's supposed to play when both opening and closing a door. Cooldowns for repeated voicelines (within several seconds) might still apply.
Ayser 28 Dec, 2023 @ 6:07am 
To clarify, does the new 'DoorBreach' event only play when opening a door, or when both opening and closing a door?
Aquilio  [author] 19 Dec, 2023 @ 2:11pm 
Seems the grenade launchers are coded the different way than I expected and do not take the specific grenades into account. So for now, only sounds for thrown grenades can be changed individually. I might see if something can be done about it.
Zoinho1 19 Dec, 2023 @ 1:18pm 
Sorry to bother you again, but I still can't get it right. I tried set the "voiceevent=smokegrenade" but that change only for normal throws.

I will try to translate my question better.
Grenade Launcher uses "throwgrenade" for all types of grenades, even for flashbang/smoke grenade. I'm trying to make it so that when you're using a flashbang/smoke grenade with the Grenade Launcher it uses the respective flashbang/smoke voices, and when using another type of grenade it uses the default "throwgrenade".
Aquilio  [author] 16 Dec, 2023 @ 2:16pm 
@Zoinho1

+GrenadeVoice=(ItemName=SmokeGrenade, VoiceEvent=YourEventName)
+GrenadeVoice=(ItemName=FlashbangGrenade, VoiceEvent=YourEventName)

And Specialist hacking voice lines already worked like that, e.g. activate Haywire Protocol (HaywireProtocol event), then HackUnit/HackTurret/AttemptingHack event (depending on hacked object) and finally the voiceline for a failed or successful hack.
Zoinho1 16 Dec, 2023 @ 2:03pm 
How to make the Grenadier use the correct voice event when equipped with a flashbang or smoke grenade? I tried +AbilityVoice=(AbilityName=LaunchGrenade, ItemName=SmokeGrenade, VoiceEvent=SmokeGrenade) but it replaced all launch grenades voice event.

And Specialist hack voice event is playing multiple times, one when I confirm the hack attempt, a second when Gremlin reach the device, a third when I finish the hack, and lastly the success/fail hack voice event.
Fenrira 27 Apr, 2023 @ 2:43am 
Alright thanks, just need to clear some space for the 55gb download haha

By the way, the voice line for the Deadeye perk isn’t triggering for me after the latest update – not sure if anyone else has the same issue
Aquilio  [author] 26 Apr, 2023 @ 8:00am 
I don't think it would be possible without the SDK

I suppose you could try making a personal version of that mod using the source files below
https://github.com/boundir/RequestEvac

and removing those lines from the X2Ability_RequestEvac.uc file

if (`SYNC_RAND_STATIC(100) < 10)
{
SoundAndFlyOver.CharSpeech = 'MissionAbortRequest';
}
else
{
SoundAndFlyOver.CharSpeech = 'EVACrequest';
}

Or maybe the original author could try to upload the alternate version, or making it togglable
Fenrira 25 Apr, 2023 @ 6:34pm 
I’ve silenced the default evac voice line with your new update so there’s no longer overlap. I’m guessing there’s no way to change Evac Request’s Evac voice line without editing the script using WOTC SDK?
Fenrira 24 Apr, 2023 @ 2:18am 
Thanks so much for the update!
Aquilio  [author] 22 Apr, 2023 @ 5:19pm 
The script files can be safely edited and compiled using XCOM 2 WOTC SDK.

I've been testing a new version of the mod, I should be able to come up with a solution for the EVAC voicelines.
Fenrira 22 Apr, 2023 @ 5:54am 
Alright thanks for helping check. It looks like I changed the default request evac voice line in Voice Patcher to EvacSomeLosses, and the Request Evac mod added its own voice line for that action, which should be what’s causing the overlap.

I could delete the line in Voice Patcher but it’s a pity because I preferred the EvacSomeLosses line to be said.

By the way, if I can’t edit .u files with notepad, how do I edit them? Because it seems that that’s the only way to remove the unwanted voice line from the Request Evac mod. Thanks again for the help
Aquilio  [author] 22 Apr, 2023 @ 3:03am 
Manually editing .u script files can easily crash the game. It's safer to redownload those script files, if they've been tampered with somehow.

I tried testing my mod with the Request EVAC mod installed, with basic mods present only. However, I did not notice any duplicate lines when extracting.

I've been also running a LWOTC campaign with a similar EVAC functionality, and have not encountered such issues there as well.
Fenrira 21 Apr, 2023 @ 10:17pm 
I just checked it and there’s nothing to do with voice lines in the config. There are only voice lines in the script and src folders. I tried to edit them in notepad but my game crashes on launch
Aquilio  [author] 21 Apr, 2023 @ 7:39am 
Or +AbilityVoice=(AbilityName=Evac, VoiceEvent= SomeKindOfEvent)
Aquilio  [author] 20 Apr, 2023 @ 11:38pm 
@Fenrira
Is there a line somewhere in your config, like this:
+AbilityVoice=(AbilityName=PlaceEvacZone, VoiceEvent= SomeKindOfEvent) ?

If yes, then try removing it, or commenting it out (semi-colon).
Fenrira 20 Apr, 2023 @ 6:24pm 
I’m using voice patcher and the request evac mod, and it causes my character to say two evac voice lines simultaneously. How do I make it so that it only activates one voice line?
Zoinho1 30 Dec, 2022 @ 8:04am 
Can I make a ability have multiple voice events? Lightning Hands lines only Templars have.

Also, Im trying to give plasma grenade throw lines but is not working.
+AbilityVoice=(AbilityName=PlasmaGrenade, VoiceEvent=ThrowGrenade)

And how I can set the swordmiss line to missed melee/sword attacks.
Aquilio  [author] 29 Oct, 2022 @ 1:14am 
@Zoinho1 The mod can still be used on older voicepacks, but they will work with default game voice events, not custom ones. Also, the commented lines are usage examples.
Zoinho1 19 Oct, 2022 @ 9:48am 
So, the mod don't do much without a voice pack made with Robojumper's script. Also, you leaveded ; on few commands lines, thats why they weren't not working for me.
Kruzil 17 Oct, 2022 @ 3:44pm 
I figured it out, false alarm.
Aquilio  [author] 17 Oct, 2022 @ 2:51pm 
@Zoinho1 Some of the voice events in the config are custom ones meant to be used by voicepack makers with new voicepacks, but can be replaced with anything else, like:

BulletShred for cannon/rifle attacks,
FanFire for pistol attacks,
InTheZone for rifle attacks,
StabilizingAlly for reviving,
HaywireProtocol for GREMLIN hacking, etc.

Other Voice Event names are in the ReadMe.txt
Aquilio  [author] 17 Oct, 2022 @ 2:43pm 
@Kruzil Looks weird, but I couldn't reproduce that on my WOTC campaign
Zoinho1 17 Oct, 2022 @ 2:35pm 
My XComSoundCuePatch.ini file came with all wrong voice events.
+AbilityVoice=(AbilityName=CombatProtocol, VoiceEvent= CombatProtocol )
I replaced with CapacitorDischarge and worked! But everything else has the wrong voice event.
Kruzil 17 Oct, 2022 @ 11:17am 
I don't know if this is a coincidence or not, but after installing this mod I don't hear Central or any soldier voices anymore. Even after disabling this mod, the problem persists. :steamsad:
Aquilio  [author] 15 Oct, 2022 @ 2:54pm 
@Zoinho1 Some voicelines might not work for specific voicepacks, but you can try adding this line at the end of the XComSoundCuePatch.ini config:

+AbilityVoice=(AbilityName=CombatProtocol, VoiceEvent=CapacitorDischarge)
Zoinho1 15 Oct, 2022 @ 2:23pm 
Is subscribe & play or I have to do something? Is not working for me, I even started a new campaign and my Specialist said nothing on combat protocol.
Jess 22 Jun, 2022 @ 12:17am 
Cheers thanks mate :D
Aquilio  [author] 21 Jun, 2022 @ 10:34pm 
@Jess PsyCHo has been releasing/updating a bunch of voicepacks that support the mod. There's also Kazuhira Miller voicepack and Legacy Voices Redux that come to mind right now.
Jess 21 Jun, 2022 @ 7:31pm 
Is there a list of compatible voice packs?
Fenrira 11 Jun, 2022 @ 4:13pm 
Thanks Aquilio!
Aquilio  [author] 11 Jun, 2022 @ 8:44am 
@Fenrira
Most abilities/actions use general-purpose visualization code (TypicalAbility_BuildVIsualization) to assign voices during activation or miss, among other things. This mod takes advantage of that.

However, certain abilities use additional non-standard visualization which contain "hard coded" voice events specified in their scripts (e.g. in X2Action_PlaceEvacZone.uc file).
And Evac, PlaceEvacZone and Hunker Down are exactly those kinds of actions, unfortunately.

So, using the Patcher in those cases would add an additional source of voice without replacing the previous one.

Overriding that code could likely help with that, though this cannot be done with config edits.
While I can't promise anything, I will keep the feedback in mind. I might try out some additional changes as long as they not compromise the basic functionality.
Fenrira 11 Jun, 2022 @ 1:01am 
I managed to resolve most of the points below. But I still haven’t managed to figure out why two voices are played (default voice and the voice I picked to replace it) for abilities such as Evac, PlaceEvacZone and HunkerDown. Any help would be much appreciated!
Fenrira 9 Jun, 2022 @ 11:35pm 
Hi Aquilio, I’m really enjoying your mod so far and I’ve been discovering many voice lines I never previously heard. I wanted to ask if your mod is restricted to abilities only, or does it work for any event which has a voice?

So far I have tried changing Dashing and Moving with alternative voice lines. I also tried to replace HealingAlly with another voice line, as well as MissionAbortRequest with a different voice line. However, with all these events, my characters said their default lines, not the one I input. I tested the replacement voice lines with other abilities and they triggered without issue. Am I doing something wrong, like inputting the wrong event name? If so, where can I find the full list of events?

One more thing, I managed to change the voice line for Evac to my desired voice line. However, my characters say both the default line and the new line at the same time. How do I prevent this? Thanks again!
Aquilio  [author] 1 Jun, 2022 @ 1:03pm 
@nerddroidcav By default, it automatically adds voicelines to unvoiced vanilla/LWOTC abilities when used with compatible voicepacks. No extra steps need to be made in that regard.

It can be also configured to add the voicelines to any other abilities (or change/remove them), though .ini editing would be required.
nerddroidcav 1 Jun, 2022 @ 12:37pm 
does this mod do anything on its own or do i have to go out of my way to make is useful?
Fenrira 19 May, 2022 @ 5:18pm 
Thanks for the help!
Aquilio  [author] 19 May, 2022 @ 6:23am 
@Fenrira From what I see, the relevant .uc files are X2Ability files with "AbilitySet" in the name. You can also find the ability template names for specific abilities inside LW2 Classes' XComGame.int localization file.

There is one caveat: the ability template names in that mod are different from LWOTC names.

For example:

LWOTC's template name is: WalkFire

while LW2 Classes Mod Walkfire ability template would be: LW2WotC_WalkFire

So even though they function the same, they are technically different abilities.
But it is still possible to assign the same voice event to that other ability.