Total War: WARHAMMER III

Total War: WARHAMMER III

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Advanced sound settings
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141.778 KB
Aug 22, 2023 @ 9:59am
Jul 22, 2024 @ 4:08am
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Advanced sound settings

Description
Some lords are too loud, especially on the campaign map (for example: Markus Wulfhart, Valkia, generic lords of chaos dwarfs). You can tone down them by lowering "Effects" slider in the "Sound" settings. But if you do so, then you will not be able to hear properly sound effects in battles, like guns, spell sounds and so on.
With this mod you can set campaign and battle volume levels separately.

What the mod does:
The mod has a script that changes volume settings when you enter/leave a battle.
Enter: common.set_volume(VOLUME_TYPE_VO, 100).
Leave: common.set_volume(VOLUME_TYPE_VO, 25).

Compatibility:
This is a 100% script mod. Should be compatible with everything. May be enabled/disabled at any time.

Recommended volume levels:
I think there are no universal settings that would fit everyone. My settings are far from default.

If you want only to tone down lord/hero voice on the campaign map(when selecting for example), set something like "Campaign voice volume" = 35%.

Also you can set volume levels for each campaign depending on faction you play by using "Mod Configuration Tool" (top left button) when you're on the campaign map. If you want to change initial volume settings for all campaigns, you can do it from the main menu.

Pre-battle speech loudness problem (workaround):
Some lords have pre-battle speeches. For example: Mother Ostankya, Yuan Bo. The problem is that these speeches somewhere 2x-2,5x louder than the voices of the same lord in battle.

With this mod you can press F2 before clicking "Start Battle". If there is a pre-battle speech, loudness will be reduced for 20 seconds(default), otherwise you can disable voice volume reduction by using F2 again. This function may be activated at any time during the battle, but the main purpose of this is to prevent sudden loud sounds. It may be helpful if you play at night, as I often do.

Note:
1. Scripts don't work until you start a campaign/battle.
2. You can change volume settings during a battle by using MCT, but they will not be saved after you finish the battle.

MCT is optional:
You can use this mod without MCT with default settings. In this case you can 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
}

21 Comments
mcstud77 Apr 22, 2024 @ 2:42pm 
Yes it's the same problem.

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
VirtualFuN  [author] Apr 21, 2024 @ 8:34pm 
@mcstud77,
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
mcstud77 Apr 20, 2024 @ 5:19pm 
Thanks for the reply

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.
VirtualFuN  [author] Apr 19, 2024 @ 8:21pm 
@mcstud77
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.
mcstud77 Apr 17, 2024 @ 2:20am 
Thank you so much for this mod, it truly makes a big impact for the experience. Your mod has been the ONLY mod out there that provides a way to mute unit voice callbacks, without also muting the soldiers' cheers when selected. So great.

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.
Ardent Jan 19, 2024 @ 12:01pm 
I just downloaded RPFM. This makes the changes permanent.

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.
Ardent Jan 19, 2024 @ 11:59am 
THANK YOU! THANK YOU!

FINALLY!!! BTW, I HAVE THE VOICES ALL SET TO ZERO!!!!

YOU ARE THE BEST!!!!
VirtualFuN  [author] Dec 28, 2023 @ 10:59am 
@Imperator, Hi. This is how MCT works :(
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.
Imperator Dec 28, 2023 @ 8:40am 
Hi virtual, since your update my seetings are not saved in my current campaign. I have to reopen Mct and change a value every battle.
VirtualFuN  [author] Dec 27, 2023 @ 3:31am 
SFO currently has conflicts with MCT(Mod Configuration Tool). For example: you can't set army caps option, if you are using MCT.

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
}