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Norwegian_Loki

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carloscristero

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5 comments

  1. pepoluan
    pepoluan
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    I noted that this voice pack was made for LW, and I wonder if this is also usable in vanilla EW?
    1. carloscristero
      carloscristero
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      Yes it is, but I do not know how you add new voices to vanilla. I suppose you can do what LW does, and add the voice with a text file that adds new rules to the core game. How this ini file is supposed to be put up is unknown to me. It has been confirmed that someone on this site has added new voices without LW. So I can suggest you either look it up, or wait to see if I can find some information about it. Then I will post it here if I find anything about it.
    2. carloscristero
      carloscristero
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      Found it. There is a guide for how you do it here: https://www.nexusmods.com/xcom/mods/574
  2. afeq
    afeq
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    thank you for the contribution.
    I was downloading some voice packs from the site (this one in particular https://www.nexusmods.com/xcom/mods/711) and after some testing found an issue with voice packs compiled into one file, i tell you this cause i preview the mod files and i saw that voice packs are in one file each, for some reason the vanilla voice packs are packed into several files.

    it seems that the game takes some time to load the package when you go to a mission and select two or more soldiers with voice files compiled into one file.
    This causes a temporary delay at start, and make bradford to give the green light speech a few seconds after the mission start.
    While this may sound like a small problem, this behavior lead to some missions to break the game on missions that have an intro video, like for example the base alien assault, the UI get stuck and there is no way to pass that situation.
    1. carloscristero
      carloscristero
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      This is a new type of bug. I have not heard of this before. The link you posted does not work for me, but I been testing my voice pack now, and I have been unable to replicate the bug you speak off. I have no delay. Even with a team of 8 voices in this single file format. (Long War)

      The reason vanilla voices are packed into several files is because they separate all voice lines into several voice banks. This means they split the voices into several folders. That way you can quick and easy take out one and edit it, or replace it without having to extract the whole voice bank. In other words. In a pack of over 300 voice lines, you can take out 20 at a time and edit them before you put them back in.

      From a technical point only putting everything into 1 voice bank should make it quicker(not noticeable by humans though). The separating of the files make them slower, but it is so minimal that it is simply not noticeable.Instead of finding all voices in one folder, they have several. The reason vanilla separate them at all is the ability to patch the game more easy, and it is a good system for testing. Separating them into more voice banks is actually pretty unnecessary from a pure technical point. Unless the developers programmed in this system for some other reason we do not know.

      In game all voices are not active on a solider. It only get activated by triggers in the game. Like the selected solider doing an action, or a condition for a trigger is met. The voice banks are already loaded during gameplay and intro sequences, and are just waiting for their trigger. So I have no idea what could cause such a delay for you.

      Do you have any other mods active at the moment? Does this bug still happen if you deactivate the mods if so?

      The main game has a bug that causes delays in Bradford. Easiest way to confirm this bug is if your game get's locked (Unable to do anything) after the intro video during a base assault on the aliens. (Skipping the intro cancel the bug.) This is a bug the main game has, that has still not been fixed, and probably never will.

      There are two well known problems with voice packs.
      1) If a voice is 6 sec or over in solider customisation, the game will for some people crash to desktop. (None of my voice packs have this condition met).
      2)If one voice is line is a bit long, it could overlap with another from the same unit. This will not break the game, but is a rare annoyance.

      I can't simply separate the voices now into several voice banks at this stage. I would have to start from scratch, and it took me months to finish Zoey. (1200 voice lines). The reason I did not follow the vanilla way, was because I did not see the point of it. I like better to work on one big file, than having to keep track of 20 at the same time. It simply suited my type of organisation better. I have never heard of this being the cause of a delay before. Even the voice pack creation tutorial said that this did not matter.

      If this really is a common problem, I will of course try to make the future packs more like vanilla, but the next packs will sadly not have this as they are nearing completion, and I do not at this stage wish to start all over again.

      If anyone else have this problem, please report it here.