RimWorld

RimWorld

Voice Acted Colonists
256 Comments
Alexis Popcorn  [author] 18 hours ago 
first, share your logs, cant do anything without them
second, probably one of the filters is kicking in, try disabling them just in case, or try the legacy mode
lylacafe137 2 Aug @ 8:43pm 
Hi, I've been using this mod for a long time and just installed version 1.6, but the character voices are playing slowly. I think it plays at about 0.7x speed or lower. what can I do?
Gremlin 26 Jul @ 2:25am 
@The Nega Chin
Read the description, HL2 is just in the base mod. There are a ton of sub-mods some of which are listed in the description and a collection to more
The Nega Chin 25 Jul @ 3:54am 
is it currently only half life voices?
Lugh 24 Jul @ 1:25am 
I found the problem. The sound settings were all set to 0, so there was no sound. Sorry for disturbing you.
Gremlin 24 Jul @ 1:18am 
@Lugh
If its not working in vanilla and no errors, there are still other solutions I posted below. if none of that helped then there is clearly an error not being provided to us. We cannot look for fires when we're not even told where to look for smoke.
@FBKFBKFBK!!!
Ah, I think I noted myself some of those were defaulted to 0... sorry about that its a new feature trying to solve another issue which now needs fixing but is causing some minor setbacks not functioning as we intended.
Alexis Popcorn  [author] 23 Jul @ 12:29pm 
@Lugh
Please. Error log. Can't do anything without it
FBKFBKFBK!!! 23 Jul @ 12:13pm 
I've solved the problem by setting the every voice play chance to 100%
Lugh 23 Jul @ 10:51am 
But I have tested it in vanilla environment and there is no sound or error. I even reinstalled it 2 or 3 times.
Gremlin 22 Jul @ 3:25pm 
@Ionfrigate12345
We know for a fact it works in 1.6 so try the following:

@All
Q: None of my colonists are talking!
A: Check the volume settings, the play chance/cooldown settings and check if they're assigned to the "Mute" Voice. If its none of the above, the files may have failed to load due to swapping mods around or excessive memory usage. DEV mode will indicate this on startup and restarting Rimworld once or twice will fix this.

(I mentioned this needs to be added to the FAQ and there are a few other things I need to word out as well or just make a tutorial video...)

If VAC does not work still, test it solo vanilla to see if its a mod conflict first. Something else to try is unsubscribe from the mod, wait for it to finish modifying the files, then re-subscribe. The mod may have not updated for you and needs a forced update. After all that, Error Logs are required, providing no info on how its broken gives us nothing to work with.
CordialVillain 22 Jul @ 2:36pm 
Deleted my old comment, didn't read a page or two back in comments regarding updating the other submods.
Alexis Popcorn  [author] 22 Jul @ 2:32pm 
Don't just say "doesn't work", post the full error log, nobody can fix anything without a log
Ionfrigate12345 22 Jul @ 1:16pm 
Hi,

in 1.6 colonist voice still doesn't work, while event voice does.

Anyone has similar issues?
Kirbington 21 Jul @ 11:51pm 
@gremlin I haven't tested it for 1.6 (waiting for medieval mods to update) but I was in love with it on 1.5. very grateful to Alexis for their work and was great to work with. Would love to see it get uploaded on the workshop so that it can get continued support as the parent mod updates
Gremlin 21 Jul @ 8:21pm 
Ho boy, glad I decided to test the mod myself. Just a heads up some original/new features are not behaving as intended.

Currently the prevent interrupt setting is misbehaving and not turning off, multiple colonists cannot speak at the same time as seen in videos. Outside that an old bug popping up again where pausing allows a 0 second cooldown for everyone to speak at the same time instead. Sorry for not catching that sooner.
Alexis Popcorn  [author] 21 Jul @ 3:37pm 
@Kirbington
check DM
Gremlin 21 Jul @ 3:11pm 
@Kirbington
HUH.... It just dawned on me I never saw that released! Back when Social Interactions/Child Filter was being worked on it came up in discussion and Alexis showcased those features with it to me :O
Kirbington 21 Jul @ 2:59pm 
@Copper Boltwire I commissioned Alexis some time ago to make a warcraft (mostly world of warcraft) voice pack. I'm not sure if they ever made it public but if you asked very nicely they might publish or provide it to you. It's perfect for those medieval only playthroughs!
Gasmask09 21 Jul @ 2:16pm 
Ok, i just deleted old settings from locallow and re-subscribed to mod, evrthyng works now!:ppg_pumplin:
Sakujo 21 Jul @ 1:57pm 
Thanks for updating. It finally works. I'm very happy :)
Gremlin 21 Jul @ 1:34pm 
@Gasmask09
Q: None of my colonists are talking!
A: Check the volume settings, the play chance/cooldown settings and check if they're assigned to the "Mute" Voice. If its none of the above, the files may have failed to load due to swapping mods around or excessive memory usage. DEV mode will indicate this on startup and restarting Rimworld once or twice will fix this.

(I mentioned this needs to be added to the FAQ and there are a few other things I need to word out as well or just make a tutorial video...)
Copper Boltwire 21 Jul @ 1:23pm 
Checked your volume settings?
Gasmask09 21 Jul @ 1:19pm 
Uh, for some reason i can't hear any voices. Even default ones. Even in as preview in mod settings. im playing on 1.5
Copper Boltwire 21 Jul @ 1:16pm 
True, but it's Russian - Which to me, detracts.
Sakujo 21 Jul @ 12:53pm 
@Copper there's a female WarCraft 3 one 3306978423
Epicfarming 21 Jul @ 10:42am 
Thank you for the update :steamhappy:
Copper Boltwire 21 Jul @ 9:57am 
I'd love to see a Warcraft 3 Voice pack. It seems perfect for this.
Alexis Popcorn  [author] 20 Jul @ 11:59pm 
Two things:

1) You are guaranteed to get red errors because we deleted some redundant Defs regarding looping alarms, but should happen only once and it's harmless

2) When reporting bugs, PLEASE provide a full error log
Alexis Popcorn  [author] 20 Jul @ 11:57pm 
All submods should be compatible, as Gremlin said they're just sound files with Defs that contain paths to them, and the Triggers haven't changed so they're all good to go
Unofficial Status 20 Jul @ 11:30pm 
frick yeah <3
Gremlin 20 Jul @ 11:03pm 
@Kirbington
I cannot imagine why they would not function. All they should be is "Here are the sound files and the DEFs that say where they are and which ones to play"

I'd just give it a shot and let us know~ At worst I think they'll complain their "Incompatible" because they don't have the 1.5 Tag but still function.

As a Side Note: Neither me or Alexis have done extensive testing with Odyssey and will not get stuck in with it for some time. If you encounter any issues please let us know~
jf5h80 20 Jul @ 10:55pm 
Great work!
Kirbington 20 Jul @ 10:33pm 
Thanks for updating Alexis! Can you tell me if the sub mods will need updating too (the voice packs) or are they still compatible?
Alexis Popcorn  [author] 20 Jul @ 10:07pm 
...or hours?

1.6 VERSION RELEASED!

Some of the changes, make sure to check them all in the change-notes:

+Added toggleable setting to hide VoicePack gizmo icon
+ Interruption system overhauled
+Added % chance slider per action type. You can customize more freely now
+Fixed Non-colonist voices not working and Added Non-colonist voice volume slider
+Added toggleable setting: "disable base voice packs" for those who don't want the Half life 2 voices included in the main mod
Alexis Popcorn  [author] 20 Jul @ 1:00pm 
@Sakujo
That's definitely because you are playing in 1.6, the mod is not ready yet, but will be in a couple days
Unofficial Status 20 Jul @ 2:34am 
praying for the fix. Prayge <3
Gremlin 15 Jul @ 7:33pm 
@MrShadenFreude
There are quite a few, search "Texture" or "Reskin" in this collection:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3487299677
@kurihiro0223
Not sure if that is sarcasm or not but the "Randomize" button and filters does help with that :P
@Sakujo
It would take Alexis to look what specifically is causing that error but 1.6 seems to be failing to load the option windows. The voices are still there but currently it would seem in 1.6 the options to select voices/etc just don't work atm.

1.6 is actively being worked on. I've spoken with Alexis on some matters related to it just yesterday even.
SadPlastic 15 Jul @ 7:11pm 
I love this because demoman!!
Sakujo 15 Jul @ 2:50pm 
I did unsubscribe and resubscribe. Checked that folders were deleted. Did for both, Harmony and this mod.
Sakujo 15 Jul @ 2:46pm 
I have all mods disabled but Voice Acted Colonist and visual exceptions. https://pastebin.com/9CDGcw1R

I created a new scenario, clicking on the audio icon on a dweller will also throw red errors:
https://pastebin.com/hA7RHFzP
ChoniclerVI 15 Jul @ 2:03pm 
@Epicfarming

Considering the mod hasn't been updated to 1.6 it might be an issue with the version, best to wait for Alexis to update it to 1.6
kurihiro0223 15 Jul @ 9:46am 
I have many favorite pawns and they are too quiet without this mod. Assigning voices to dozens of pawns one by one is a fun process.
Epicfarming 15 Jul @ 7:19am 
The voice pack is completely empty for me. Every time I start up the game, there is some sort of error log regarding this mod. I don't have developer mode or anything else like that active. Could this be a mod conflict?
Although, I don't see how that could even be possible since I have added minimal mods since the last time I played, I have actually removed mods now that 1.6 is out.
(I run a small modlist by the standards of this games community, under 40 mods, so I think the possibility of a mod conflict, especially with a mod like this is extremely low.)
MrSchadenfreude 15 Jul @ 6:20am 
Love the mod, but unrelated question. What's the texture pack used on the first clip? It looks really nice.
Gremlin 14 Jul @ 3:41pm 
@Sakujo
The most common reasons colonists don't talk are:

- Volume is set to 1% or is very low
- Colonist voice is set to "Mute"
- Play chance is set very low
- The files failed to load, this can be noted on startup with DEV mode active. This seems to happen on occasion when mods are swapped around or your PC is pushing its Memory Limits. Restarting Rimworld once or twice fixes this issue though.
Alexis Popcorn  [author] 14 Jul @ 2:12pm 
Provide either a "Player.log" or a Hugslib log
Sakujo 14 Jul @ 7:00am 
Non of my colonists talk, maybe because they're Waster?
Gremlin 7 Jul @ 2:42am 
@UshioNoa
VAC will be updated to 1.6 likely after its release and Alexis already checked that almost nothing is effected with the 1.6 changelog. We're hoping to get a minor tweak update out before then but that depends on Alexis's schedule.

@Force
Check if their action types are enabled, the cooldowns are not high and the play chance is not low. Depending on the settings Colonists won't shut up and can just talk constantly. However if the prevent Interrupt toggle is off, 30-40% Play chance is recommended especially for social interactions/combat as fast attacks/automatic weapons can cause overlapping audio triggers if the chance is too high as turning off that toggle more or less disables the cooldown settings currently. I plan on discussing some alterations we could consider for that at a later date but that was to allow multiple colonists to be able to talk at once.
Force 7 Jul @ 12:43am 
nvm, i found the problem, they just dont talk alot : / BORRINNNGGGG
Force 7 Jul @ 12:19am 
they just wont talk, i instantly assign them a voice but i hear NOTHING