XCOM 2
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[WOTC] Voice Patcher
   
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War of the Chosen, Voice
Ετικέτες: sound, Ability
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23 Απρ 2022, 6:20
10 Νοε 2024, 2:54
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[WOTC] Voice Patcher

ΠΕΡΙΓΡΑΦΗ
This mod can add/replace/remove voicelines for many in-game actions, including modded abilities.

If you are installing this mod to be used with a compatible voicepack, then you don't need to do anything else. It will automatically add the voicelines to previously unvoiced abilities where applicable.

This mod can also be configured - more info below

This is a simple OPTC-based mod which allows to assign voice cues to specific in-game abilities through configuration.

For example: it is possible to make Specialist's Combat Protocol ability use voicelines from Capacitor Discharge ability (or any other one).

Or make Bladestorm use certain voicelines when activated.

Or replace the Run and Gun ability voicelines with voicelines from any other ability, e.g. Reaper or Conceal.

Alternatively, it is possible to disable the voicelines for specified abilities altogether.

Abilities and voice events are configurable through the XComSoundCuePatch.ini file.
The default config also adds new custom voice events to many unvoiced WOTC and LWOTC abilities and can be used out of the box with compatible voicepacks.

Settings will be restored to game's defaults when the mod is disabled.

Additionally included is the ReadMe.txt file containing a comprehensive list of various voice events.

Please keep a backup of the XComSoundCuePatch.ini file to not lose your preferred settings, as this mod might be updated in the future!
I recommend using a separate config file, or a local mod.

FOR VOICEPACK MAKERS:

This mod can be useful to voicepack makers who want to employ additional sound cues in their voicepacks, especially when using Robojumper's script.

All that is required is to add an additional voice event to be assigned for your abilities of choice.

For example: you can add a brand new voice event to the script, such as:

Events.Add((EventName="NewVoiceEvent"))

In Unreal Editor, assign the event to the sound cue in the voice archetype, as usual,

and then tie it to your ability of choice through XComSoundCuePatch.ini file.

+AbilityVoice=(AbilityName=Holotarget, VoiceEvent=NewVoiceEvent)

In this example, a brand new custom voice event is tied to the LWOTC Holotarget ability.

With this, many previously unvoiced abilities can use specific voicelines, especially the modded ones.

The default config already provides support for most "silent" WOTC, LWOTC and Akimbo class abilities. It uses separate event names to make it easier to adapt for either shared or unique sound cues when making voicepacks.

For custom events already handled by Voice Patcher, click HERE. A detailed event list is also available in the ReadMe.txt file.

The voicepacks will still be functional when used without Voice Patcher: the extra custom events will simply not be used in-game. In other words, using this mod is NOT a hard requirement for a voicepack.

You can also check out the guide for voicepack creation by Ayser. It describes necessary steps for adding Voice Patcher-compatible voice events. It also lists various best practices to follow when making voicepacks.

COMPATIBILITY:

X2WOTCCommunityHighlander is required.

Primarily tested with LWOTC and Mod Jam, but should be compatible with anything.
Safe to install or remove mid campaign. Settings are restored to game's defaults when disabled.
No MCOs (Mod Class Overrides) are used.

LIMITATIONS:

Even if you add new voice events to some abilities, they may not play at all if the voicepack does not support them.

Keep in mind that not every voicepack supports specific voice events! They have to be set up by the voicepack author beforehand! (e.g. added to Robojumper's voice script and tied to a sound cue)

A few abilities (e.g. Hunker Down and Throw Evac Flare) have hard coded voice event names and cannot be replaced using the current method.

TO DO:
- Secondary config for more popular ability/perk packs

CREDITS:

Created by Aquilio
Δημοφιλείς συζητήσεις ΠΡΟΒΟΛΗ ΟΛΩΝ (2)
2
26 Απρ 2022, 12:05
Ability and Voice Event suggestions for Voicepacks
Aquilio
0
16 Μαϊ 2022, 11:01
ΕΠΙΣΗΜΑΣΜΕΝΟ: Custom Events for Voice Script
Aquilio
71 σχόλια
Aquilio  [Δημιουργός] 20 Μαρ, 9:14 
@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 Μαρ, 8:39 
Thanks for the mod! Is there a list of mod authors (or maybe modlist) that support this mod?
Jestimac 22 Φεβ, 12:35 
@ 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 Φεβ, 12:31 
@ 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 Φεβ, 13:56 
@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 Φεβ, 13:28 
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  [Δημιουργός] 8 Φεβ, 2:58 
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 Φεβ, 1:51 
@Aquilio : Hello. How does one know if a voice pack is compatible or not ?
Aquilio  [Δημιουργός] 5 Νοε 2024, 13:28 
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 Μαϊ 2024, 23:07 
very cool, I can foresee a class being made for a specific character/voice with this, i'm lazy though