XCOM 2
[TADC] Jax voice pack
11 Comments
floweydaflower2010 7 Sep @ 5:39pm 
cool
branox 1 Sep @ 7:56am 
thank you :steamhappy:
MONST3R  [author] 31 Aug @ 6:46am 
@Phillip i am working on pomni now but would like to get the whole cast done as for orc voice packs there are still a couple left to do but i did want to take a break from those and try something els
Phillip 31 Aug @ 6:37am 
I enjoy that you're doing voices aside of Shadow of War, especially with Jax being a fun voice to have in a game like this. I am curious do you plan for more Digital Circus voices or something else like more Orc/Olog voices from SOW. Either way, great work, I always look forward to whatever it is you're working on.
MONST3R  [author] 31 Aug @ 4:47am 
@Yoshi maybe ill do a version inside the mods with radio filters by the end of the year
Yoshi 31 Aug @ 3:17am 
Would be nice to have a radio filter though :)
Max 30 Aug @ 8:41pm 
if it's not the [XComGame.X2BodyPartTemplateManager] header or an actual body part entry, it should be commented. everything else is fine, from what i see.
MONST3R  [author] 30 Aug @ 7:43pm 
@max ill look into those and make it so they cant be on random soldiers didnt know that was what you needed to set up for that as for the uncommented lines if they arent creating issues they shouldnt be much of a problem as they are but ill look into it, for the radio filter i might make like a version of it in the mods but i left it without since i am not a really big fun of it myself. one question i do have is that the language line is commented i am guessing that needs to be uncommented and for the other languages to be removed and for "none" to be added instead
Max 30 Aug @ 7:29pm 
more notes

- might be worth setting Jax's (and the others') Language settings from "english" to "none", this'll prevent them from generating on random soldiers and civvies and such.

- "SpecializedType" actually isn't needed for the WOTC classes. i never use it on my VPs, and they work fine on WOTC factions. not sure why it's even there, as having a "CharacterTemplate" set on them already limits what that entry can be used on anyway.

- you have those two stray "CharacterTemplate" and "SpecializedType" reference settings sitting in the config, un-commented. dunno how UE3's config parser would read that, as they're not attached to any part entry, but i'd still say those should be commented out.

- might wanna give them a radio filter? a little annoying when all the vanilla voices + most modded voices have that and then these don't, lol (audacity's "telephone" preset for the filter curve EQ effect isn't 1-to-1 with vanilla, but it's good enough)
MONST3R  [author] 30 Aug @ 7:13pm 
@Max yea i got like an avrage of 40 lines per episode minus episode 3 that had the least amount but yea thankfully jax gets alot of lines,there were some lines that had soo much background noise that i just couldnt get the VO to sound good originaly i had 225 lines. yea i should probably turn it off complitly on the next mods i have it lowered but i dont think its needed.
Max 30 Aug @ 7:05pm 
damn, 216 lines? i wasn't surprised you got that many with Caine considering all the extra non-TADC material there was of Alex Rochan doing that same voice (deltarune spamton cough cough), but Jax? very surprised indeed.

i guess it makes sense now that there's 6 whole episodes of material to use + whatever other material that's out there, though i also expected that all the bits of SFX and music would be a large hurdle as well.

oh, also - when you do the previews, turn off the in-game music. the VP is the spotlight, that should be the only thing audible in the preview.