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To anyone concerned: the default launcher was updated on November 25th 2024, and now it apparently struggles with any voicepacks made with vanilla tools, including this one.
The reason most voicepack makers use the vanilla tools is for dual compatibility with vanilla and WOTC (this behavior is specific to voicepacks).
You can still use this voicepack with WOTC without any problem, but you need to use Alternative Mod Launcher (AML), or the old version of the default launcher.
-my response was to Ice Dragon calling for a WotC version of your mod.
The "Original Launcher", as per the source i posted is what i'm using.
-i made a mistake and called it "old" launcher, instead of "original".
Apologies for any confusion; had no plans of asking for other versions. :D
-and kudos for the mod, it's quite cool. B)
I recommend you install AML instead of using the default launcher.
To make it clear: I will not make any different versions of this voicepack just because of the pushed launcher update. I suggest using AML or the "old" launcher instead.
As stated on the webpage regarding the two launchers, the "new" one won't allow any kind of mod that has any kind of incompatibility. -the second or "old" one will; launch that from steam.
Source:
https://support.2k.com/hc/en-us/articles/34883894563347--XCOM-2-2K-Launcher-Sunset-and-Removal
Case in point:
The "new" launcher is fairly fast and supports almost nothing.
The "old" launcher can be somewhat slow and supports almost everything, even outdated mods.
Oh, and this is from this mod description above:
* - Works with vanilla and WOTC *
Voice patcher is why the "EW/EU voice pack" also works with LWotC
https://imgur.com/a/bltcihS
One of these days, I'm looking to possibly make a definitive voicepack guide because the older ones by Kregano, E3245, and stupidpupil really aren't cutting it anymore. This is probably the first cooked voicepack mod I've seen that actually removes the script file from the directory.
I've uploaded the source file for the voice archetype class.
You need to set up the config and volume multiplier reference (at the beginning of the file) and add "Cue.VolumeMultiplier" just before the "PlaySound" function is applied.
This will work for cooked script packages and existing RJ script archetypes (WOTC and vanilla), as long as nothing else is edited.
In this mod (and in other cooked voicepacks as well) the script is actually transferred to an .upk package (so the "Script" folder with .u files, as well as the XComEngine.ini file can be removed from the mod after it is built).
Bear in mind this applies to COOKED voicepacks only, not the uncooked ones.
Reminds me of the radio clicks Stormtroopers used to have when they talked.
Excellent work! This is a keeper!