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Post by bob on Jul 7, 2016 1:04:56 GMT -8
This mod replaces the beeps and boops of the Ceran Gunboat with a custom set of 41 voice overs. Ver 1.04: www.dropbox.com/sh/e71zoqq22gi9ayl/AADWL80vTX_u2SXWCrQvbk2ea?dl=0Download the "Mod" folder and place it in Liberation Day's "game" folder. Any newly created gunboats will be given the personality of a slightly unhinged pilot. (saves with battles already underway will not have initialized the files until the next battle) Voice was recorded on a headset microphone by an unprofessional, so the quality isn't great, but has been cleaned up and tinkered with in Audacity to be serviceable. This mod was made possible largely in part to bigfoot who created the .rpy file that links the VOs to the game. I'll be monitoring for feedback, questions and issues. Other voice mods: www.dropbox.com/sh/e71zoqq22gi9ayl/AADWL80vTX_u2SXWCrQvbk2ea?dl=0Fixed Asaga English voice lines Fixed Ava English voice lines Restored MoA lines v1.01 Pact Assault Carrier Pact Elite Pact Support Ryuvian Falcon Alliance Infantry Alliance Support Cruiser
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Post by kielomo on Jul 7, 2016 1:15:19 GMT -8
I'll give it a shot when I give Sunrider another play through... Which will be after I finish Sunrider Academy...
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Post by bob on Jul 18, 2016 11:17:21 GMT -8
Do you want to make your own voice mod? How did I do this? First, I had to make a script that would be in line with the actions available to the pilot, select, attack, movement, etc. This was pretty fun as I took some references from sci-fi like Warhammer 40k, Star Wars, even Space Balls to avoid being completely generic. The recording and editing were the hardest part. Make sure to reduce ambient noise and normalize the volume to what's in the game. I was initially clueless when it came to python so I asked for help from bigfoot and spent a lot of time testing and iterating to make sure the mod functioned as expected. To have the game play your files, use the .rpy file in the download (which can be opened via text editor) while changing init 10 python to 11, references to the ship being used, and matching the file locations to the proper functions, like 'Kin':["Mods/ship/file1","Mods/ship/file2"], # kinetics fire, etc. The ship can then be tested using the console (shift-o) and the create_ship(ShipLabel(),(x,y)) function.
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Post by bigfoot on Dec 26, 2017 10:00:48 GMT -8
It's pretty easy, I was allowed to integrate the old framework into the base game, so any game past ReTurn should have about 50 places we can slip code in to run. We can't modify the blueprints directly, because they get automatically overwritten when she is first clicked if the're empty, which means anyone with a game already started wouldn't get the benifit. That means the easiest thing to do is put a function in start_funcs, which runs at the start of every battle if the conditions are right. Just add the files into a dict like the gunboats (click the blackjack with english voices turned on and type BM.selected.evoice_files.key() to get the keys you need (and make sure I diddn't miss one). init 2 python: asagafixedvoices = { 'Mel':["sound1","sound2","sound3"], 'SucAtk':[], 'Hitbuf':[], 'For':[], 'NoDam':[], 'Dam':[], 'Sel':[], 'Ret':[], 'Missile':[], 'HitCur':[], 'Bac':[], 'EnKill':[], 'FaiAtk':[], 'Kin':[], 'Las':[], 'Buff':[], } def fixasagavoice(): for x in player_ships: if x.name == "Black Jack": x.evoice_files = asagafixedvoices return "Fixed" start_funcs.append(["True","fixasagavoice"])
This *should* do it, but I write very sloppy code and haven't tested it. Merry Christmas! (and yes "I da bess" )
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Post by bigfoot on Dec 26, 2017 13:33:50 GMT -8
/facepalm, that was meant to go to the PM
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Post by bob on Dec 26, 2017 15:22:02 GMT -8
Lol, bigfoot spoiled a bit, but reacquainting myself with Audacity lead to editing the long empty tails of Asaga's lines, causing the game to feel like her lines were "lagged". AsagaFixedVoices: www.dropbox.com/sh/e71zoqq22gi9ayl/AADWL80vTX_u2SXWCrQvbk2ea?dl=0Download from the "..." option, and place any mods in Liberation Day's 'game' folder using the 'Mods' folder provided. The path is easily found in the game's Steam properties-> local files. You can alternately create your own 'Mods' folder in the 'game' directory and drop the individual voice mods as you wish.
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Post by neppi on Feb 26, 2018 2:00:16 GMT -8
As soon as I put your AsagaFixedVoices folder into my game I couldn't start any battles anymore. And the cause are two mistakes in your code:
AsagaFixedVoices.rpy line 24: x.evoice_files = asagafixedvoices x.evoice_files = AsagaFixedVoices (because you named your files AsagaFixedVoices and not asagafixedvoices)
AsagaFixedVoices.rpy line 27: start_funcs.append(["True","fixasagavoice"]) start_funcs.append(("True",fixasagavoice)) (fixasagavoice is a function, not a string. Moreover I don't know if [] is working. I'd use () instead)
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Post by bigfoot on Feb 26, 2018 4:30:47 GMT -8
The () and [] are interchangeable in this case, () is a tuple and [] is a list, they both use the same denotation when referred to so I tend to use [] for readability so I don't only use a single () but either can be used there.
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Post by bob on Feb 26, 2018 8:22:15 GMT -8
Ah, that's my fault. I think I accidentally uploaded the outdated version rather than the version that already had the fix on line 24. Line 27 remains unchanged. Re-uploaded, and should be the proper version, I re-downloaded to confirm. Thanks for finding this Neppi!
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Post by bob on Jun 29, 2019 21:06:22 GMT -8
Scripts for remaining NPCs are complete, and I've reached out to some volunteers for their voice talents. Behold, the allied Pact Assault Carrier has it's own disgruntled voice now! This mod has 41 new lines for Pact's CV. Seeing as this NPC is only usable for the last couple of missions, if you want to see it in action for yourself try this: On the in-game battlemode, open console command with shift+o Type create_ship(FriendlyPactAssaultCarrier(),(x,y)) and push enter, where x and y are the coordinates to place the ship type exit to get back into the battlefield
I'll be periodically updating the first post as work is completed on other NPCs; I'm also working on making these mods compatible with the Sunrider Tweakpack mod.
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Post by bob on Aug 30, 2019 21:54:30 GMT -8
This update features a double release: 43 lines for Pact's Elite ryder, piloted by Pact patriots 39 lines for the Ryuvian Falcon NPC, piloted by ghostly matriarchs Both are available: www.dropbox.com/sh/e71zoqq22gi9ayl/AADWL80vTX_u2SXWCrQvbk2ea?dl=0Since these ships are limited (and even missible) if you want to see them in action for yourself try this: During battle mode, open the console command with shift+o Type create_ship(FriendlyPactElite(),(x,y)) or RyuvianFalcon and push enter, where x and y are the coordinates to place the ship type exit to get back into the battlefield Optionally, I've implemented features from the Tweakpack mod in the files so these mods will interact with Tweakpack, if it's available, or function independently as standalones. This means that previous versions are obsolete and will need to be re-downloaded! Let me know if you catch any issues or inconsistencies, and enjoy.
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Post by neppi on Sept 10, 2019 2:05:03 GMT -8
You have a typo in your Asaga voice pack. It throws out an error:
The thing is you defined AsagaFixedVoices but then you call AsagaFixedVoice. So the s was missing. Also one question: I want to implement the AsagaFixedVoices mod into a community modpack, as I don't see any reason why you would not want that mod in your game, I mean its a great fix. Is that alright with you?
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Post by bob on Sept 13, 2019 14:56:27 GMT -8
Heh. Always seems to be the same error with Asaga's files.
Tell you what, let me go through the vanilla voice files again and see if there are any other offenders with long tails that can be excised. I know Ava is at least one that I wanted to visit. Once that's done Asaga's and Ava's can be combined into one mod I think. And feel free to include the changes in the community mod, no credits necessary.
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Post by neppi on Sept 17, 2019 13:37:12 GMT -8
Heh. Always seems to be the same error with Asaga's files. Tell you what, let me go through the vanilla voice files again and see if there are any other offenders with long tails that can be excised. I know Ava is at least one that I wanted to visit. Once that's done Asaga's and Ava's can be combined into one mod I think. And feel free to include the changes in the community mod, no credits necessary. Oh nice! Yes that would be great. And thanks a lot!
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Post by bob on Mar 10, 2020 17:55:00 GMT -8
The wily Pact Support has been released with 27 new lines Since these ships are limited (and even missible) if you want to see them in action for yourself try this: During battle mode, open the console command with shift+o Type create_ship(FriendlyPactSupport(),(x,y)) and push enter, where x and y are the coordinates to place the ship type exit to get back into the battlefield This leaves 5 NPC unvoiced, if you'd like to lend your voice let me know! Furthermore, I've been working a new function that restores all voice overs to how they were experienced in Mask of Arcadius. For example, in MoA the Paladin used a different set of voices for both Kinetic and Assault weapons, but in Liberation Day they share one. This was because voice lines are triggered differently between games, MoA had animations for each attack, while LB streamlined attacks. I'd like to restore the all voice variety that MoA had in LB, such as differentiated weapon voice sets, as well as when Missiles are emptied. The restored MoA voice lines is the first released iteration of this goal.
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Post by bob on Sept 23, 2020 17:13:43 GMT -8
I've been slowly working on restoring the voice line functionality that MoA had, that LD had missed and I've reached another milestone.
Changelog: Paladin Assault lines differentiated from Kinetic Sunrider Pulse Flak and Rockets differentiated from Lasers Kinetic and Missiles respectively Liberty lines with echo distortion will no longer be selected AllianceBattleship will use lines when attacking The AllianceCruiser will use lines when using its Lasers Blackjack Havoc and Sunrider will no longer use their "empty" missiles lines when you still have stock Similarly, the "empty" missiles lines will have a chance to be used when using your last stock.
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