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The mod you've linked not only mutes both the callbacks & the quips, but also the group cheers that occur when you select a unit. Which is why your mod is so great, because at least muting the battle vo with your mod doesn't also affect the group cheers as well.
Oh well, it seems there's no easy way to further subdivide the vo property. My only other solution will be to datacore all the callbacks as a silent track for each, but that will be a massive undertaking I don't currently have the time for.
Thanks anyway for confirming the quips & callbacks can't be separate properties, appreciate the help
I tried to split VOLUME_TYPE_SFX (battle effects) into 2 separate options (units screaming and battle sounds like guns) and I couldn't do it by using Lua scripts. Developers hardcoded different things under a single property.
I think you have the same problem, but with VOLUME_TYPE_VO.
Maybe you can find another way to mute units callback without muting the quips. If I remember correctly, this mod mutes unit sounds without using Lua scripts:
https://steamcommunity.com/sharedfiles/filedetails/?id=2862360776
Here I found a function, that uses this mod:
https://chadvandy.github.io/tw_modding_resources/WH3/campaign/common.html#function:common:set_volume
The screams & such do respond to the battle_effects_volume, but it seems the ambient quips only reply to the battle_voice_volume.
An example of the zoomed-in quips I'm referring to are demonstrated in this video:
https://www.youtube.com/watch?v=ikQo_TzHd80
The reason I ask this is because I prefer to play with the selection callbacks muted (via your mod) but I would also like to create a mod that replaces the above ambient quips with sound effects like drums, horns, and chants.
Unfortunately it seems muting the callback voices also currently mutes the quips, making it impossible to do my mod unless I can find a way to define them as 2 separate volume types.
Hello! Thank you for your positive feedback.
I tried to separate things as much as I could.
Everything you hear when move camera close depends on battle_effects_volume (VOLUME_TYPE_SFX), including unit voices, like screaming and so on. I assume that "the ambient quips" should also depend on this property.
Sorry, I don't have WH3 installed to test it.
I was wondering if there's any way to add script that further specifies battle voice volume to JUST the callbacks, and not also the ambient quips that come from individual soldiers when you're close to them? Right now it seems vo volume controls both the callbacks & the quips. I took a look in rpfm and couldn't find any specifiers for callbacks vs other voices though.
Either way, amazing mod that really saves this game for me.
It's very easy if you just look up a tutorial.
Also, there is one thing you have to update, but it prompts you automatically when you open the program.
FINALLY!!! BTW, I HAVE THE VOICES ALL SET TO ZERO!!!!
YOU ARE THE BEST!!!!
Try to set desired values during the campaign (before or after battle).
Also, I have a warning in the description of the mod.
Note: 2. You can change volume settings during a battle by using MCT, but they will not be saved after you finish the battle.
Update #8.
Now you can use this mod without MCT with default settings. In this case you can easily change setttings only by using RPFM. Example:
Mod location: \steamapps\workshop\content\1142710\vn_advanced_sound_settings.pack
script/battle/mod/vn_battle_audio_setting_.lua
script/campaign/mod/vn_campaign_audio_setting.lua
local mct_settings = {
campaign_voice_volume = 30,
campaign_effects_volume = 80,
campaign_music_volume = 100,
campaign_interface_volume = 100,
movie_type_volume = 30,
battle_voice_volume = 100,
battle_effects_volume = 100,
battle_music_volume = 100,
battle_interface_volume = 100,
enable_battle_voice_volume_reduction = true,
battle_voice_volume_reduction = 70,
battle_voice_volume_reduction_duration = 20
}