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Extra and "No Voice" sets for new characters

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Extra and "No Voice" sets for new characters

PostAuthor: Gorgon » Mon Dec 29, 2008 2:27 am

I got bored over the holidays, and dug up a few old things I've wanted to work on for a while. One of them is some override stuff to use when creating characters for CoPaP/Avlis. One part allows selecting all the available voice sets that a PC might want to use, or no voice. There are other ones available that turn on all the voices, but I didn't want ones that would be inappropriate for a character in CoPaP. No mention of places, Gods or names, and most of the monsters also disabled. That still leaves a ton of voices to chose from, including some for goblins, kobolds, ogres and even lizards (no Deekin, sorry).

What I need is some input and help testing it, before saying this is something that is good to use. I don't want people to start making characters with it, and then have to start over because they broke something. My biggest concern is the way I've added a "None" at the end for no voice set. All I did was add soundset 901 and 902 for male and female, which don't exist. My question to everyone is, will this break anything (or is there a better way)?

This is what I have so far: CoPaP_soundset.rar
*Edit: Link updated for Dropbox public folder link changes. This still uses the current soundset.2da from copap2da.hak, as of the time of this last edit (March 18, 2017). Since people have been using this for over 9 years, without any complaints or bugs, I'm going to assume it is fairly safe. * :P

It is a modified version of the one from the copap2da.hak. If you want to test it, drop the soundset.2da in your override folder when creating a character, and the voices should be available. Remember to take it out of your override folder before playing.

I'm also after feedback on any voices you think I missed, or ones you don't think should be in it. I went through them all, but might have easily missed something (there are a lot of them). Eventually I want to toss this in with the rest of the extras on the wiki while creating a character, but making sure it works right first is what this is about. Think of it as QA for everyone. :wink:
Last edited by Gorgon on Sat Mar 18, 2017 5:07 pm, edited 5 times in total.
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Re: Help needed with extra and no voice sets for new characters

PostAuthor: Gorgon » Mon Jan 12, 2009 6:42 am

*does a shameless bump looking for interest and feedback*
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Re: Help needed with extra and no voice sets for new characters

PostAuthor: Gorgon » Mon Jan 12, 2009 6:49 am

To clarify a bit, all of these voices are standard game sounds, so other players will hear the same thing you hear IG. This isn't something that only you will hear.
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Re: Help needed with extra and no voice sets for new characters

PostAuthor: nwmblondy » Mon Jan 12, 2009 8:09 am

The halaster voice set makes me want to roll up a red mage!
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Re: Help needed with extra and no voice sets for new characters

PostAuthor: Dirk Cutlass » Mon Jan 12, 2009 9:36 am

I did something similar to this previously. In my previous testing (of my version) I noticed that a few of the voices didn't match with the "spoken word", so for example the character would say XYZ, but on the screen it wrote ABC. However, it was a minor glitch and only occurred on 1 or 2 of the voices (IIRC old gnome voice was one).

By the way, in previous versions people used the "Minator Zor" voice as a "null voice". In 1.69 this is now used I believe, so using the false number that Gorgon suggests is good idea.

Also, anyone using these is advised to check them out in-game (or level-up / test mod) first, just to make sure you are 100% happy with them. One last point, with the NPC voices, you don't get as many phrases as the PC voice sets. But a lot of them are much cooler 8-)
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Re: Help needed with extra and no voice sets for new characters

PostAuthor: Gorgon » Mon Jan 12, 2009 10:24 am

Dirk Cutlass wrote: In my previous testing (of my version) I noticed that a few of the voices didn't match with the "spoken word", so for example the character would say XYZ, but on the screen it wrote ABC.


There are separate "visual" text voice sets for things spoken IG. Those could be easily overridden (and yes some don't match the audio version), but this isn't about modifying anything already available IG... besides adding a new "no voice" one. I can only imagine what the other language translations have for floaty text outside of the english versions. :flucht: This uses standard content already IG that everyone will see the same, but it makes more of it available on character creation.
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Re: Help needed with extra and no voice sets for new charact

PostAuthor: Ghostie » Sun Aug 24, 2014 1:22 pm

I'm going to bump this... because I was looking all over the internet for the override that gave the additional voices, and here it is on our forum :)

Thanks Gorgon!
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Re: Extra and "No Voice" sets for new characters

PostAuthor: Gorgon » Sun Aug 24, 2014 5:20 pm

Updated the topic title, since it works (shouldn't need more testing, though suggestions are welcome). I also edited the first post to confirm it works with the latest copap2da.hak, since it was originally made from the copaphak5_0.hak version of soundset.2da. The files are identical in the haks, so there are no new problems using it now.
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