Total War: WARHAMMER III

Total War: WARHAMMER III

Advanced sound settings
22 Comments
Doomnayer May 14 @ 4:40am 
Would there be any clue regarding how to simply mute Ostankya's pre-battle speech?
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
}
VirtualFuN  [author] Dec 22, 2023 @ 3:31am 
seems like everything works as expected. Updated with no changes.
talanarion Dec 22, 2023 @ 12:25am 
Update please
Nicious Sep 5, 2023 @ 5:58pm 
@VirtualFuN thank you!!! that really helped :)
VirtualFuN  [author] Sep 5, 2023 @ 2:04am 
Equalizers can also be helpful
VirtualFuN  [author] Sep 4, 2023 @ 10:53pm 
@Mably, if you want to make battle music louder, you can set something like this:

"Options/Master" = 100%
"Options/Speech" = does not affect battles
"Options/Effects" = 20-40%
"Options/Interface" = 40%?
"Options/Music" = 100%

And then increase audio volume of your system (PC sound volume) until you get desired music sound volume in battles.

I did something like this because I enjoy WH music the most. But some effects became too loud so I created this mod to fix them.
Nicious Sep 4, 2023 @ 10:19pm 
I really want back ground music sound to be loud enough during battle...
VirtualFuN  [author] Sep 4, 2023 @ 4:21am 
Update #5.
Added a new function to prevent loud voices during battles (by using F2) caused by pre-battle speeches (workaround).
Now 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 a 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.
VirtualFuN  [author] Sep 3, 2023 @ 1:32pm 
I can't find any information about pre-battle speeches in the documentation and .lua scripts. If this annoys you(unfortunately, they are too loud for me), you can temporarily disable them by using "ALT+X" combination (enable/disable effects) during battles. I didn't even know about it until the latest DLC.
VirtualFuN  [author] Sep 1, 2023 @ 2:49pm 
Updated for 4.0.1.
1. Added a new option - "Movie volume".
Now you can set volume level for movies (for example, that run before certain campaigns) and for movie events like "Purification chant" (after you win the first battle) when you play as Mother Ostankya.

2. Fixed an issue with initialization when starting a campaign.
VirtualFuN  [author] Aug 24, 2023 @ 12:22am 
@pyromaniac7777, you’re welcome :)
Pyrodysseus Aug 23, 2023 @ 4:44pm 
excellent, thanks!