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however this mod's mod ID was not changed from "ExampleVoicePack"; so it is still has that ID which icidentally conflicts with another voice pack that forgot to change the ID.
https://www.dropbox.com/s/jv1s0cdk8v6yryf/DukeVoiceHQ.upk
Replace the UPK that comes with the mod if you want it.
It also has that modpack shader issue; mod is 85MB bigger than it needs to be.
https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/
If you have already, then just ignore my post :)
https://www.dropbox.com/s/hgl5c3vlafjkd5h/d3d_mp3s.zip?dl=0
@MisterBazooka Definitely interested, had some trouble getting good variety for the Duke 3D pack. Most of the lines were only good for being played after kills. Add me on Steam and you can send it to me via file sharing site such as Mediafire or email.
@Davey Ess The mod should work on any new saves, but if you want to get it to work on existing saves you might have to install this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=619141883
Awesome mod by the way.
Many things with the super-duper mod support do not work out in a smart manner. So this was no offense, I'm just glad I'm not the only one who got boned by this strange behaviour...
I don't really know what else I can do, I've already undone what I did to break it in the first place. The mod should still work for any new games you start, and it should start working again in existing saves if you install the missing content mod.
I didn't find out about the assembly name until after I released this mod, and this has been a learning experience for me. Any mods I make in the future I will make sure to set the assembly name before uploading, and once released I will never change the assembly name unless I really need to.
Also for everyone's convenience you could upload a small video how it feels in motion.
I just re-enabled it and it works now, I did do the reset mod list option on the ignore content mod then played for a while and quit and reselected your mod and it started working again fine.
[continued from previous comment]
The confusing part is that when I changed the file back to how it was originally, RivaL[.]ReNeGaDe stopped having issues, so it should have worked for you guys too. The mod should still work perfectly fine for any new games you start, but if you're still getting errors in old saved games, there's not really much I can do since I already changed the file back to how it was originally which should have fixed the problem.
You can try installing the mod that skips the check for missing mods, which should fix the problem, and the voice pack should continue to work fine.
I changed the mod name in the project file from "ExampleVoicePack" to "Duke Nukem Voice Pack". The mod showed up as "Duke Nukem Voice Pack" in the launcher either way, but I changed it because it was bothering me. After RivaL[.]ReNeGaDe pointed out that this was causing errors with saved games, I changed the file back to how it was originally, so it shouldn't be causing any more errors unless you started a game during the short period of time when the file was swapped around.
I'll definitely look into that, thanks for the suggestion. Can't guarantee anything soon, I'd have to redo the voice pack from scratch if I changed all the audio files, I want to get the Duke 3D pack out before I consider working on a radio chatter version. If I end up doing that I'll probably release two, one for DNF and one for DN3D, as seperate options to choose from in addition to the clean versions I have now.
Just for you man.
http://www.nexusmods.com/xcom2/mods/243/