XCOM 2
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[WOTC] Voice Patcher
   
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23/abr./2022 às 6:20
10 de nov. às 2:54
13 notas de atualização (ver)
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[WOTC] Voice Patcher

Descrição
This mod can add/replace/remove voicelines for many in-game actions, including modded abilities.

If you are installing this mod to be used with a compatible voicepack, then you don't need to do anything else. It will automatically add the voicelines to previously unvoiced abilities where applicable.

This mod can also be configured - more info below

This is a simple OPTC-based mod which allows to assign voice cues to specific in-game abilities through configuration.

For example: it is possible to make Specialist's Combat Protocol ability use voicelines from Capacitor Discharge ability (or any other one).

Or make Bladestorm use certain voicelines when activated.

Or replace the Run and Gun ability voicelines with voicelines from any other ability, e.g. Reaper or Conceal.

Alternatively, it is possible to disable the voicelines for specified abilities altogether.

Abilities and voice events are configurable through the XComSoundCuePatch.ini file.
The default config also adds new custom voice events to many unvoiced WOTC and LWOTC abilities and can be used out of the box with compatible voicepacks.

Settings will be restored to game's defaults when the mod is disabled.

Additionally included is the ReadMe.txt file containing a comprehensive list of various voice events.

Please keep a backup of the XComSoundCuePatch.ini file to not lose your preferred settings, as this mod might be updated in the future!
I recommend using a separate config file, or a local mod.

FOR VOICEPACK MAKERS:

This mod can be useful to voicepack makers who want to employ additional sound cues in their voicepacks, especially when using Robojumper's script.

All that is required is to add an additional voice event to be assigned for your abilities of choice.

For example: you can add a brand new voice event to the script, such as:

Events.Add((EventName="NewVoiceEvent"))

In Unreal Editor, assign the event to the sound cue in the voice archetype, as usual,

and then tie it to your ability of choice through XComSoundCuePatch.ini file.

+AbilityVoice=(AbilityName=Holotarget, VoiceEvent=NewVoiceEvent)

In this example, a brand new custom voice event is tied to the LWOTC Holotarget ability.

With this, many previously unvoiced abilities can use specific voicelines, especially the modded ones.

The default config already provides support for most "silent" WOTC, LWOTC and Akimbo class abilities. It uses separate event names to make it easier to adapt for either shared or unique sound cues when making voicepacks.

For custom events already handled by Voice Patcher, click HERE. A detailed event list is also available in the ReadMe.txt file.

The voicepacks will still be functional when used without Voice Patcher: the extra custom events will simply not be used in-game. In other words, using this mod is NOT a hard requirement for a voicepack.

You can also check out the guide for voicepack creation by Ayser. It describes necessary steps for adding Voice Patcher-compatible voice events. It also lists various best practices to follow when making voicepacks.

COMPATIBILITY:

X2WOTCCommunityHighlander is required.

Primarily tested with LWOTC and Mod Jam, but should be compatible with anything.
Safe to install or remove mid campaign. Settings are restored to game's defaults when disabled.
No MCOs (Mod Config Overrides) are used.

LIMITATIONS:

Even if you add new voice events to some abilities, they may not play at all if the voicepack does not support them.

Keep in mind that not every voicepack supports specific voice events! They have to be set up by the voicepack author beforehand! (e.g. added to Robojumper's voice script and tied to a sound cue)

A few abilities (e.g. Hunker Down and Throw Evac Flare) have hard coded voice event names and cannot be replaced using the current method.

TO DO:
- Secondary config for more popular ability/perk packs

CREDITS:

Created by Aquilio
Discussões populares Ver todos (3)
2
13 de dez. às 15:35
Bug Report - Taking priority over Music Modding System?
Xddc
2
26/abr./2022 às 12:05
Ability and Voice Event suggestions for Voicepacks
Aquilio
0
16/mai./2022 às 11:01
AFIXADO: Custom Events for Voice Script
Aquilio
63 comentário(s)
Aquilio  [autor(a)] 5 de nov. às 13:28 
Heads up: I will be updating the mod on the 10th of November. If you've been making your own changes to the config, make sure you have the XComSoundCuePatch.ini config backup, or you have set it up as a local mod.
Level 20 Commoner 5 de mai. às 23:07 
very cool, I can foresee a class being made for a specific character/voice with this, i'm lazy though
Aquilio  [autor(a)] 5 de mai. às 14:44 
Yup, ability template name (AbilityName)
+ voice event name of your choice (VoiceEvent); base game voice event names are in the ReadMe.txt file
Level 20 Commoner 5 de mai. às 14:40 
So this would work for any modded abilities yes? just have to add the template name?
Aquilio  [autor(a)] 28/dez./2023 às 6:23 
It's supposed to play when both opening and closing a door. Cooldowns for repeated voicelines (within several seconds) might still apply.
Ayser 28/dez./2023 às 6:07 
To clarify, does the new 'DoorBreach' event only play when opening a door, or when both opening and closing a door?
Aquilio  [autor(a)] 19/dez./2023 às 14:11 
Seems the grenade launchers are coded the different way than I expected and do not take the specific grenades into account. So for now, only sounds for thrown grenades can be changed individually. I might see if something can be done about it.
Zoinho1 19/dez./2023 às 13:18 
Sorry to bother you again, but I still can't get it right. I tried set the "voiceevent=smokegrenade" but that change only for normal throws.

I will try to translate my question better.
Grenade Launcher uses "throwgrenade" for all types of grenades, even for flashbang/smoke grenade. I'm trying to make it so that when you're using a flashbang/smoke grenade with the Grenade Launcher it uses the respective flashbang/smoke voices, and when using another type of grenade it uses the default "throwgrenade".
Aquilio  [autor(a)] 16/dez./2023 às 14:16 
@Zoinho1

+GrenadeVoice=(ItemName=SmokeGrenade, VoiceEvent=YourEventName)
+GrenadeVoice=(ItemName=FlashbangGrenade, VoiceEvent=YourEventName)

And Specialist hacking voice lines already worked like that, e.g. activate Haywire Protocol (HaywireProtocol event), then HackUnit/HackTurret/AttemptingHack event (depending on hacked object) and finally the voiceline for a failed or successful hack.
Zoinho1 16/dez./2023 às 14:03 
How to make the Grenadier use the correct voice event when equipped with a flashbang or smoke grenade? I tried +AbilityVoice=(AbilityName=LaunchGrenade, ItemName=SmokeGrenade, VoiceEvent=SmokeGrenade) but it replaced all launch grenades voice event.

And Specialist hack voice event is playing multiple times, one when I confirm the hack attempt, a second when Gremlin reach the device, a third when I finish the hack, and lastly the success/fail hack voice event.