RimWorld

RimWorld

506 ratings
Voice Acted Colonists
13
6
2
4
6
3
4
4
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
43.895 MB
Aug 9, 2024 @ 7:57pm
Jul 31 @ 12:59am
14 Change Notes ( view )

Subscribe to download
Voice Acted Colonists

Description


This is a complete rework of the mod Voice-Acted Radio Chatter, by Ouroboros and Taranchuk. Redesigned for increased compatibility and flexibility!

Each colonist can be assigned a Voice in the mod settings! When they perform certain Actions, a sound at their location will be played.
Action Types
  • Select: when you click a colonist at any given moment.
  • Attack: when you draft and command a colonist to attack something.
  • Death: when a colonist dies.
  • Downed: when a colonist is downed.
  • Move: when a colonist is drafted and forced to move to some location.
  • DowningPawn: when another pawn gets downed by a colonist.
  • Pain: when a colonist receives damage.
  • Hit: when a colonist hits something.

Event Sounds
If you get a raid, a manhunter pack, a prison break, a Zzzt event, or more situations, a sound will be played! Just like the original mod did.

Extra features in Mod Settings!
  • Radio click: automatically add a radio-click "ON" and "OFF" sound to all voices! Or disable it if you want! (Note: if this option is enabled, it might increase lag when a sound is played).
  • Mute voice: none of the voices convice you for a colonist? then don't give them any!
  • Volume: a slider to increase or decrease the volume of all voices.
  • Cooldown: voices playing too frequently? Increase cooldown time so the voices will be played more separately.
  • Voice play chance (%): add some randomness to reduce predictability.
  • Preview button: when selecting a voice, you can click this button and get an idea of what the voice sounds like.
  • Randomize button: too busy to choose a voice? click this and get a random one!
  • Extensive sorting options: Sort by gender, category, or source mod!

Future plans
More Action Types and sub-mods from specific franchises containing several, SEVERAL voices for you to pick!


Source
Link
Dirty Bomb
Half-Life 1
Titanfall 2
Apex Legends
Blue Archive
JP Plus
Overwatch DPS Pack
Yae Miko
MORE! CHECK THIS COLLECTION:





Get up-to-date with the latest news of the mod!
https://discord.gg/u36YuAUXxB




Want to add your own voices? No problem!
This mod was designed specifically to make the addition of new voices as easy as possible!
You can reverse-engineer this mod to check how the Defs are structured, and/or check our guide in the Discord server! (the guide is too big to be posted here)

Link of the guide: https://discord.com/channels/1239115818155900928/1255319721612673025



Q: I found a bug/error!
A: Please provide either a "Player.log" or a Hugslib log and a detailed explanation of what happened before posting any errors.

Q: I have a suggestion!
A: Leave it in the comment section, make a thread, or join the Discord server and post it there!

Q: How many voices are included?
A: Around 10. This mod just serves as a base for submods to add their own VoicePacks.

Q: Where are the voices from?
A: The current mod adds voices from Half-Life 2 mostly.

Q: I am having a lot of lag when a voice is played!
A: Disable the "Radio Click" toggle option in mod settings.



Gremlin for commissioning this mod!
Taranchuk for the original code and Ouroboros for the original mod.
Valve for the sounds.
Icons taken from pngitem.com and iconsdb.com.

You can now find it on GitHub as well: https://github.com/AlexisPopcorn/VAC

[discord.gg]
Popular Discussions View All (4)
13
Jul 18 @ 4:51am
VAC Voice-Packs
Gremlin
2
Sep 13, 2024 @ 9:13pm
Translation
JoeDoX
1
Dec 13, 2024 @ 5:59pm
VoicePack Tutorials
Gremlin
269 Comments
Gremlin Oct 4 @ 1:29am 
@Viri
Voice Acted Colonists was designed to be addon friendly with voice-packs. There is a tutorial in the discussions or on our Discord server on how to create them.

We've only compiled 4 of the 40+ voice-packs currently available.
Viri Oct 3 @ 3:18am 
Can you check Original War game? There was plethora of dialogues units there build fight research and there is plenty of characters to pick from
Average_Brody Sep 27 @ 1:51pm 
I was trying to find a mod to add the Arirals from Voices of the Void and found this instead. Seeing the funny little people make funny little noises is infinitely better than space cats with six tits. 10/10.
Gremlin Sep 16 @ 1:29pm 
@moonstar67ppm
There was consideration for an audio distance slider (Heck I think its still on that list) but that never came to fruition as it was not really a major issue. if it REALLY bothers you, I think currently the "Radio Filter" removes the 3D spatial audio? (This was not intended but its how it works) the other requires more hands on work by going into the mod files and changing the distance limits in the DEF files of the voice-packs.

Although I'm curious if its a volume issue? while I'm aware zoomed far out you can't hear the voices anymore, in my experience that is still pretty dang far out. I've got footage on my PC of being able to hear them twice as far out as this clip:

https://www.reddit.com/r/RimWorld/comments/1l9u89d/ah_rimworld_my_favorite_rts/
moonstar67ppm Sep 16 @ 11:30am 
Any plan to kill 3D distance attenuation? My colonist voice can only be heard if i am zoomed pretty close. zoom out = muted T_T
Gremlin Sep 10 @ 2:33am 
@Protok
Ah, I had a hunch you were just referring to the hotbar gizmo. I was talking about in the mod settings where you can see all your colonists voices and apply filters. Some people did not like going in there to change a colonists voice so we added that gizmo.

I really need to stop procrastinating and create that tutorial video I keep mumbling to explain all the features and what they do.
Protok Sep 9 @ 12:59pm 
@Gremlin
Visible where? Should I click on a pawn, then on a voice gizmo and then I will see the [Voice: Name] put it on a list on paper and then repeat for my 22+ colony to see which voices already used? Is it considered "absurdly large"?

My idea to put the number of voices used in front of the voice name is just a wish from the mod user. Thank you so much for the mod, it's cool and you are - its creators - cool too!
Gremlin Sep 8 @ 5:05pm 
@Everyone
All voice-packs that are listed as 1.5 are still compatible, they are just asset libraries. Unless we changed the base directory searching functions, which would just break so many things, all voice-packs base functions will stay compatible outside some features added at later points possibly.
Gremlin Aug 31 @ 2:07am 
@Protok
Unless you have an absurdly large colony, the voices selected for other colonist/mechs should easily be visible if you're trying to avoid duplicate voices? Not trying to be patronizing, I just need to be conscious in considering what features are reasonable as I'm the one who has to rugby-tackle Alexis into working on VAC whom comments on VAC getting more and more complicated coding. Typically while throwing money at them :P

@ObviouslyEvil
Not that I'm aware of. I imagine is plausible using the same methods(?) but I'm not the techno-sorcerer who knows the old magicks on this subject nor has it been a wildly requested aspect to get on our radar.
ObviouslyEvil Aug 28 @ 6:23pm 
Is there a version of this that allows animals to have voices?