XCOM 2
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Solid Snake Voicepack
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18.201 MB
Apr 8 @ 3:59pm
Apr 12 @ 8:31pm
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Solid Snake Voicepack

Description
tl;dr
This mod adds my own version of Solid Snakes voice.

Overview
  • 1051 lines
  • No direct references to Metal Gear universe material
  • Adjustable volume via a config file
  • Radio effect applied
  • Not affected by attitudes
  • Available for soldiers and Reapers by default. Should randomly appear on neither.
  • Cooked
  • Support for events added in voice patcher, get the mod >here<
  • Works with base-game and WotC, Voice Patcher only supports WotC
  • Special variants listed below

Variants:
'English Solid Snake Normal'
The base variant with no special changes.

'English Solid Snake IST'
Does a few things:
1. When using an offensive gun ability, he will always say "It's showtime". Specifically, the Smash bros. version.
2. When using an Serial/Reaper/RunAndGun, he will always say "It's showtime". Specifically, the Bomberman version.
3. When using R.A.G.E. strike, he will always Falcon Punch.
If you don't use this variant, he only has a chance to say these, but they can still play.

'English Solid Snake KYW'
When using an ability that involves assisting an ally (Medikit, Inspire, Dual Strike Follow-up), he will always say a variant of "Kept you waiting, huh?". There are three different versions of this line. This variant may be added onto later.

Detailed Explanation
Worked on this for like 2 years on and off now and I'm so ready to be done.

So the first thing that probably comes to mind is, how does this differ from the other two Snake voice mods on the workshop? I'll begin by listing the media sources the lines were sourced from and how many lines each source uses.

Solid Snake - MGS Twin Snakes (403 lines)
Solid Snake - MGS2 (537 lines)
Snake - Super Smash Bros. (84 lines)
Solid Snake - Super Bomberman R (30 lines)

Now I'm going to talk briefly about the other Snake mods and explain how this mod differs from those.

>MGS Solid Snake Voice Pack
This mod uses lines exclusively from the original MGS1 totaling about 110 lines. It doesn't use lines from other games because the performance differs a bit not only because of the voice direction from David Hayter, but also because the codec dialogue already sounds different from others either from an applied filter or sound compression of the original game.

>MGS Solid Snake Voicepack (WOTC version)
This mod uses lines from MGS2 and MGS3 totalling over 300 lines. It doesn't use lines from MGS1 because the voice direction is quite a bit different when directly comparing to MGS2. MGS3 technically uses lines from Big Boss, but David Hayters voice direction is pretty much exactly the same, so it easily passes as Solid Snake. I believe this mod also only works with WotC.

The primary goals of this mod was the following:
  1. Increase line diversity and decrease repetition by substantially increasing the number of voice lines.
  2. Use lines exclusively sourced from portrayels of young Solid Snake, to keep that genuine authenticity.
  3. Voice Patcher support.
  4. Special variants like the 'It's Showtime' one mentioned in the overview. Others can be added as I get creative or as people provide ideas. The nice thing about variants is that they barely even increase the size of the mod, especially since it's cooked.
  5. Falcon Punch.

So, breaking this down, what are you looking for in a Snake voicepack?

Do you want nostalgia? Use the MGS1 mod.

Do you want a higher quantity of lines with consistent voice direction and quality? Use the MGS2+3 one.

Do you want the highest quantity of lines with dialogue that's thematically only from Solid Snake? Use this mod.


And that concludes the explanation for why there are now three separate Solid Snake voicepacks on the workshop.

Q&A
Why make this?
Solid Snake is an extremely popular character and is in many different pieces of media. I felt he should have more than just a couple hundred lines for this game.

Why did you source lines with such different voice direction?
Contrasting the other mods, this mods goal was to only use lines sourced from various portayals of a young Solid Snake. Even if the direction actually ends up being slightly different. To be honest though, I can barely even tell that the voice for some lines is raspier because of the radio filter.

Will you add lines from MGS4?
This may be contradictory, but I would rather make an entirely different voicepack for Old Snake since the voice direction for Old Snake is very clearly meant to portray a different rendition of the character. Basically, Old Snake too old.

Will you create a variant that does X?
Maybe. No harm in asking.

What's the Theme of Solid Snake used in the gameplay preview?
Link is in the description of that video.

Credits
Robojumper for their voice script
Aquilio for their Voice Patcher mod
Diamond Fox for their Theme of Solid Snake remix used in the gameplay preview

Solid Snake voiced by David Hayter
Popular Discussions View All (1)
0
Apr 8 @ 4:02pm
PINNED: Other Notes
Ayser
14 Comments
Ayser  [author] Apr 14 @ 2:46pm 
Just note, if you use Iridar's Project Template in the vanilla SDK, you have to delete the Help.uc and ConfigEngine.uc script files or the project won't successfully build.

So many hoops to jump through just to make a simple voicepack.
Ayser  [author] Apr 14 @ 2:45pm 
Yes. I got an answer from Aquilio in the Modding Discord about this. You can still cook voicepacks in the vanilla SDK the same way to ensure it works in both versions of the game, and you can still use Iridar's Enhanced Mod Project Template to make them (which is what I used here).

The only thing you have to do to that differs is:
1. After building solution but before uploading, go to the compiled mod directory. This will be located in the XCOM 2 SDK directory. In my case, it's:
...\steamapps\common\XCOM 2 SDK\XComGame\Mods\SolidSnakeVoice
2. Open the .XComMod file in a text editor of your choice.
3. Change the RequiresXPACK=true line to RequiresXPACK=false and save.
4. Upload the mod with the Alternative Mod Uploader the same way you normally would.
Garr Incorporated Apr 14 @ 2:22pm 
Small question: from what I understand this mod is for vanilla XCOM 2. But from the size of the mod it is evident you were able to cook it. If my assumptions are correct, remind me: is the process for cooking vanilla mods the same as for WotC mods?
Mackeroni Apr 14 @ 8:42am 
Colonel, I'm trying to sneak around.
Deadweight Apr 14 @ 4:33am 
yell dead cell brother
horsepowerYT Apr 12 @ 6:46pm 
Finally, A Worthy Snake
RazerLazer Apr 10 @ 12:27pm 
Glad to see a solid snake voice pack finally. I expect a full

"Kept you waiting, huh?"
Ayser  [author] Apr 9 @ 7:56pm 
Dang, wasn't expecting to be recognized by Max. Everything I make for this game is kind of a passion project that takes me forever. Wasn't sure if people would actually like a lot of my stuff, because nearly all of it has technically been done before, and some additional stuff I have in the works is also non-original. Nice to know the stuff I make appeals to more than just me.
Max Apr 9 @ 12:51pm 
Damn, your VPs are such high quality they inspire me to wanna tackle more VP projects of my own. Good shit.
Ayser  [author] Apr 9 @ 10:44am 
@Rhalius No, but I might consider making that a variant and have the MGS Spotted noise play as well when breaking concealment.