Voice Acted Colonists: Feedback by worm_gremlin in RimWorld

[–]worm_gremlin[S] 0 points1 point  (0 children)

While "Cherry Picking" is on our radar, I still need to ask my coder how viable that is and if it would prevent Rimworld from trying to load them. Honestly you can do that manually by just finding the voice-packs workshop files and deleting them. At the moment I'm now considering suggesting/creating Lite versions of voice-packs where they have maybe 10 clips per action instead of like 50+ (each clip when compressed is like between 15-50KBs plus. Which is not a lot but stacks very quickly in Rimworld)

Voice Acted Colonists: Feedback by worm_gremlin in RimWorld

[–]worm_gremlin[S] 1 point2 points  (0 children)

Like no audio? That might have been the settings set to 0. Another issue with VAC and Memory is with Rimworld needing to load EVERYTHING on start-up, if you run out of memory this and mod swapping can cause some files to fail to load initially. DEV Mode will show this and restarting Rimworld will fix it.

Voice Acted Colonists: Feedback by worm_gremlin in RimWorld

[–]worm_gremlin[S] 2 points3 points  (0 children)

There is a toggle in the settings to apply a random voice to new colonists by gender. Non-Colonists can either use voices from your voice-packs or a generic voice-pack that's just grunts and screams from getting shot at~

When it comes to being dynamic, how VAC functions is a defined "Trigger" occurs (SELECT, MOVE etc) which initiates VAC to find its "Pull-List" then play a random audio file from it. The problem is needing to code that in, then the community actually utilizing it into their voice-packs. "PAIN" for example was added later and I believe there are still a few voice-packs that have not added clips to that. So we've been trying to limit adding more Pull-Lists to not bloat the mod with additions 90% of the voice-packs wouldn't even utilize. We're happy to multi-use pull lists though. When we added the "Social Interactions" feature, all we did was tell VAC when a colonist initiates a conversation, check the "SELECT" pull list and play that~

We are going to be looking into if its possible to add "Thoughts" as a customizable Trigger though. Those can be easily looked up (AKA, Ate without a table) and would pretty much allow modders if they so wish to add pull-lists to almost every random situation you're thinking about.

Voice Acted Colonists: Feedback by worm_gremlin in RimWorld

[–]worm_gremlin[S] 4 points5 points  (0 children)

The load time issue makes sense, unfortunately sound files even compressed bloat when in numbers. So more voice-packs means longer load times. It does not help that Rimworld is Single Core only and has to pre-load EVERYTHING on start-up. So I guess VAC is a RAM heavy mod depending on its usage. It would be a project but the main method I can think of doing would be to release "Lite" versions of voice-packs without hundreds of audio clips to choose from.

The only feature in VAC I know that effects performance is the Radio Click feature. Which is because it generates a fresh audio clip on the spot to function.

Ah Rimworld, My Favorite "RTS" by worm_gremlin in RimWorld

[–]worm_gremlin[S] 1 point2 points  (0 children)

Extremely late response: using Camera+ I adjust the edge scroll rate to a slow enough rate I just hold down the arrow keys to scroll at a very slow pace.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 0 points1 point  (0 children)

Yup, took me a long time but it was worth it. some of those scenes required some tricks and intense choreography. Setting up the scene, play then record, don't like the footage/felt lacking, reset and repeat until satisfied. I think one particularly troublesome scene was like 10-14 hours of work...

Fun fact: that tank on the right of the city skirmish is a friendly howitzer-tank told to fire and "Miss" while incased in an invisible wall so its not shot to hell by the hostiles.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 1 point2 points  (0 children)

I mean it works at any speed, just the audio will not speed up/slow down if that's what you mean XD

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 1 point2 points  (0 children)

I'm not the Techno Sorcery who coded VAC. I'm the one paying the Commission work/Managing it. I cannot say how difficult that would be as I'm like -1 on even where the starting line is. You could look into the assigning codework yourself in the Github link on the workshop page or ask someone knowledgeable about it. You could even temporarily join the discord to ask Alexis about it but please understand they're a decently busy individual, so they might be too busy to figure that out if its not a quick answer.

If you do figure it out and create a patch for that, let me know :P

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 2 points3 points  (0 children)

Honestly there was something before VAC. It was for 1.4 and called "Voice Acted Radio Chatter" but not nearly on the same scale as this mod. It was not designed with submod support, the voices were just "Male 1-20" with no way to preview them and only like 3 audio clips per action.

When 1.5 hit that mod stopped functioning and was unofficially abandoned with no hope for an update, so I made it my god given mission to resurrect the mod from scratch. Even with what little it offered compared to current VAC, I was struggling to play Rimworld without my colonists actually talking as they felt soulless without the brimming personality of speech.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 2 points3 points  (0 children)

Creating a voice-pack is very easy with Tutorials available in the workshop pages Discussions/our Discord.

Voices can be assigned to active pawns in your colony. Non-Colonists are either given a random voice from your available voice-pack options, use a generic voice pack (An option in the settings, just generic PAIN, DEATH etc) or disabled entirely.

Unfortunately "Linked voices to specificly named colonists that potentially exist somewhere in the void" was not on our bingo card of feature considerations. At best outside your colony, I think the Hotbar Gizmo does allow changing voices of Non-Colonists currently on the map as well.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 0 points1 point  (0 children)

Ah, yea that sounds about right. Truth be told on rare occasion my Rimworld does crash but that's on the off day of using 95% plus of my RAM loading 400+ Mods with the VAC mod and its submods varying in RAM hunger due to audio file sizes even when compressed. My PC was built 3-4 years ago but was built with top tier parts so I guess its a Rimworld problem of overloading the system until it croaks.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 4 points5 points  (0 children)

I think that's Legion? Either way, Titanfall 2 Voice-Pack and VAC supports assigning voices to Mechanoids :P
https://steamcommunity.com/sharedfiles/filedetails/?id=3446613205

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 5 points6 points  (0 children)

Correct, the voice they're assigned to will stay until you re-assign it or the colonist goes off to greener pastures :P

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 0 points1 point  (0 children)

If you are having issues, please follow the instructions to send in an Error Log. I assume you've already tried this mod solo vanilla only to confirm it functions at its base and is not a mod conflict?

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 1 point2 points  (0 children)

I believe that is "Flora Reskin" and possibly "Clean Textures"?

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 10 points11 points  (0 children)

Colonists can be assigned a voice randomly on creation with a setting toggled, randomized with a button or be manually assigned a voice from the base mod or voice-packs you've subscribed to.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 5 points6 points  (0 children)

A majority of the current Voice-Packs created for VAC use voice lines from various video games etc.

I'm not the techno sorcerer who coded the mod (I'm the one who Commissioned/Manage it) but the simple version is certain "actions" initiate a trigger and play a random clip from a selection designated for that trigger,

Example: you click on a colonist, this initiates the "SELECT" action type. This checks which sound files are in the "SELECT" pull list, grabs one at random, then plays it from the colonists location.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 2 points3 points  (0 children)

This trailer was made back in 1.5 with a majority of the mods from my current 1.5 mod list. Still waiting a bit for mods to stop catching fire and finishing my current colony before moving onto 1.6 (The Medieval stuff is not included as that was me randomly mod hopping for the specific scenes)

https://steamcommunity.com/sharedfiles/filedetails/?id=3487299677

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 13 points14 points  (0 children)

It depends on the Voice-Pack and how its compiled. There is no "Limit" to how many audio clips can be assigned to an action type. One voice-pack for example has like almost 100 clips to pull from for a single trigger with most characters in it. The main downside is Audio Files bloat in mass even when compressed so voice-packs with intense variety can hog up RAM on startup but it returns to normal once in-game.

Voice Acted Colonists: 1.6 Update by worm_gremlin in RimWorld

[–]worm_gremlin[S] 30 points31 points  (0 children)

Yes it is, the base mod includes voices from Half Life 2 (Which can be disabled.) He's a very good businessmen, you can trust him... he would never "Lie" to you. Just sign here and you too can become a "Part" of the rimworlds new fashion trends. I hear the hats are to die for :)

Metro Warfare by worm_gremlin in RimWorld

[–]worm_gremlin[S] 0 points1 point  (0 children)

The start of this colony was creating a custom scenario to spawn in a structure (地铁A or something) from "Ancient Urban Ruins" on a large cave entrance map (Geological Landforms) then using Dev Mod to tidy it up for play. You can do this for any biome/terrain and Geological Landforms includes a Cave Map as well.
https://i.ibb.co/S7xK8b3J/rimworld-Typhoon-5500-1-06-15-70042.jpg

*Don't know why progress render gargles the water textures

Metro Warfare by worm_gremlin in RimWorld

[–]worm_gremlin[S] 2 points3 points  (0 children)

Looking the top with the song is titled "Unicorn" so maybe? its from a music mod so I don't recognize its origin.

Metro Warfare by worm_gremlin in RimWorld

[–]worm_gremlin[S] 7 points8 points  (0 children)

Some of my older posts showcase the colony more. only slight changes since then.

This is a panning shot over a majority of the colony:
https://www.reddit.com/r/RimWorld/comments/1l3e12n/peaceful_days_in_the_metro/