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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.
By the way, I had a look at your presentation on making a voice pack. It is quite comprehensive and reasonably clear. Congratulations.
Rgds
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.
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.
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 ?
However, nothing bad will happen if you run the Voice Patcher-compatible voicepack without the mod itself, or vice versa.
+ voice event name of your choice (VoiceEvent); base game voice event names are in the ReadMe.txt file
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".
+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.
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.
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
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
I've been testing a new version of the mod, I should be able to come up with a solution for the EVAC voicelines.
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
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.
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).
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.
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
+AbilityVoice=(AbilityName=CombatProtocol, VoiceEvent= CombatProtocol )
I replaced with CapacitorDischarge and worked! But everything else has the wrong voice event.
+AbilityVoice=(AbilityName=CombatProtocol, VoiceEvent=CapacitorDischarge)
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.
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!
It can be also configured to add the voicelines to any other abilities (or change/remove them), though .ini editing would be required.
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.