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[Tutorial] Merging Faction Speechfiles

  1. #1
    Member eliw00d's Avatar
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    [Tutorial] Merging Faction Speechfiles

    Before I begin, I would just like to give ALL credit to Copernicus for this discovery. I am just putting it into written form so that people can use it!

    Step 1:

    Extract all desired .bsc files with Corsix Mod Studio.

    Example:
    data\sound\speech\mp\panzerelite\fsj

    Step 2:

    Replace the first letter of each .bsc file with the speechcode your faction uses. I recommend Rename Master for this task, as it has programmable batch renaming capabilities.

    Example:
    data\sound\speech\mp\panzerelite\fsj\events\abilitycomplete\pb_fsj_abc_iflgen_li_s.bsc
    TO
    data\sound\speech\mp\axis\fsj\events\abilitycomplete\xb_fsj_abc_iflgen_li_s.bsc

    p = panzerelite
    x = wehrmacht

    Make sure to copy these files over to the other faction's parent folder, as bolded above.

    Step 3:

    Using the tool provided by Copernicus here, add the renamed .bsc files to a SpeechManager.cache file of your choice. If this is the first time you are doing this, I would recommend extracting the Relic .cache file using Corsix Mod Studio. The Relic version is located here:

    data\sound\speech\mp\speechmanagercoh.cache

    You need to rename it to something other than that, so I would recommend something like this:

    SpeechManagerMyMod.cache

    Then, place the tool you downloaded above in your mod's main root directory. Run the tool there, select the .cache file you just made, and then find the folder that your .bsc files are in. Run the program. It should have amended the file with your new .bsc files at the end.

    You will also have to change your .module file to point to this new .cache file, so be sure to find the line where it says:

    SpeechManagerCache = SpeechManagerCOH.cache

    and change it to:

    SpeechManagerCache = SpeechManagerMyMod.cache

    Step 4:

    All you need to do now is change your SpeechTuning.lua file to give this faction its new speechcodes. The file is located here:

    data\game\speechtuning.lua

    View as text file or Corsix will crash when you edit entries. Find the line for your faction and then copy/paste the speechcodes from the other faction into your faction's table.

    And that is that! You now have another factions speech files working in game!

    If anything needs to be added/changed in this tutorial, let me know and I will try to make it more concise. Again, all credit goes to Copernicus, I am just writing this guide based on my experience using his instructions.

    Keep in mind that some speechcodes may already exist in a faction, especially between Wehrmacht and Panzer Elite, so you may run into conflicts. I am not sure at this time how to solve these conflicts, and will make an addendum to this post with anything I find out about them.

    Also, if you are not sure which units use which speechcodes, I would recommend looking through the SpeechTuning.lua for the fastest and easiest way to figure it out. There are comments next to each speechcode's line in the .lua explaining which unit(s) they belong to. Some of them are self-explanatory, like FSJ = Fallschirmjäger, etc.

    Additional Notes:

    I have been messing around with conflicts, and it appears that there are enough unique sounds in Panzer Elite files to be used alongside Wehrmacht ones. This is both a good thing and a bad thing. The good comes from the fact that all Panzer Elite units will have their unique voices, but the bad comes from the fact that you will occasionally hear a Wehrmacht voice where you didn't before.

    The most annoying one yet is where Hummels will have an entirely different voice actor speak every now and then because they share the speechcode with Tigers and Panthers.

    Here is a full list of possible conflicts:

    Code:
    		{ "AT1", { CAT_OC, CAT_EV}	},			-- Anti-Tank
    		
    		{ "Hs1", { CAT_OC, CAT_EV }	},			-- Heavy MG Crew; Flak 38
    		
    		{ "HTk", { CAT_OC, CAT_EV }	},			-- Heavy Tank (Panther, Hummel, Jagdpanther)
    		
    		{ "Lf2", { CAT_OC, CAT_EV }	},			-- Luftwaffe
    		
    		{ "HGs", { CAT_OC, CAT_EV, CAT_BC }	},		-- Hotchkiss/Geschutzwagen
    		
    		{ "Ms1", { CAT_OC, CAT_EV }	},			-- Mortar Team
    		
    		{ "MTk", { CAT_OC, CAT_EV }	},			-- Medium Tank (Marder III, Panzer, Hetzer)		
    		
    		{ "SWG", { CAT_OC, CAT_EV, CAT_BC }	},		-- Schwimmwagen
    However, even with these so-called conflicts, they all work.
    Last edited by eliw00d; 20th Nov 10 at 8:47 AM.

  2. Modding Senior Member Company of Heroes Senior Member  #2
    Celéstial by heart Celution's Avatar
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    Thank you for this tutorial mate, now I finaly can use the tool.

  3. Technical Help Senior Member  #3
    Great tutorial, moving over to the How-To's forum..

  4. Modding Senior Member Company of Heroes Senior Member  #4
    Celéstial by heart Celution's Avatar
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    I just moved the Stormtrooper speech to the Panzer Elite, and it worked fine! Finaly my Shocktroopers don't sound like Panzergrenadiers anymore.

  5. #5
    Member eliw00d's Avatar
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    Glad to hear it! Credit goes to Copernicus for the discovery, I just wrote up a tutorial based on it.

  6. Modding Senior Member  #6
    Thanks for writing this! I'm quite busy these days otherwise I would have written it myself.

    I might want to say that adding speeches like for abilities or upgrades should be quite similar to this, I'll try some stuff and will report as soon as I've got something to report .#

    Edit: About conflicts: You can also use AT2 instead of AT1 as AT2 is a defined speech code as well. You can use all the speech-codes from all the factions so you shouldn't run into any conflicts.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  7. #7
    Member Angelic's Avatar
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    Thank You Both Eliwood And Copernicus!
    can finnaly move Pioneers to PE
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  8. #8
    Member Grand Royale's Avatar
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    Can one use this method to modify the speech files to edit out/replace unit speech that has cursing in it? Or does there exist a no cursing sound mod somewhere?

    ~GR
    The true soldier fights not because he hates what is in front of him, but becuase he loves what is behind him. - G.K. Chesterton

  9. #9
    Member eliw00d's Avatar
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    You should be able to make new .bsc files theoretically, but I have not ventured there.

    Why would you want it to be curse-free?

  10. #10
    Member Grand Royale's Avatar
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    Thanks for the quick response, eliw00d.

    I don't like the foul language, and my PC is in the living room, where my wife and daughter can hear the cursing, and they don't apprciate it, so I have to keep the speech volume very low, which makes the game harder to play.

    Anyway, I was thinking of just overwriting the speech files containing foul language with the files that don't have any cursing. It would be repetative, but no cursing at least.

    ~GR

  11. #11
    Member eliw00d's Avatar
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    Ah, fair enough. You have family to consider, I understand. I don't want to sound like a smartass here, but couldn't you wear headphones for games like that? Just a thought.

    But as far as modding the speech files, I am not sure. I take it you play as the Americans? :P

  12. #12
    Member Grand Royale's Avatar
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    I could wear head phones, but I still don't like the swearing. And I do play as Americans. Do the Wehrmacht use a lot of cursing? I thought I have heard them using the German equivalent.

    ~GR

  13. #13
    Member Gamerisin's Avatar
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    @Grand Royale: it depends if you have the germans with german speech or enlish one,for example,I'm using the german speech files but I DO understand sometimes when they are cursing but it's not a big deal,if you DON'T understand too much the german language then I think it shouldn't be a problem
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  14. #14
    Member Gamerisin's Avatar
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    Sorry for double posting

    @Eli...the speech manager download seems to be down...can u fix it???

    Thx in advance

  15. #15
    http://botb.fiffa.net Halftrack's Avatar
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    yes, that would be helpful...

  16. #16
    Member eliw00d's Avatar
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    Okay, I uploaded the EXE and changed the link. Keep in mind, however, that I am unsure of what Copernicus originally included with it, as I have since lost his original archive, so I can in NO WAY support the tool. I am only providing a link to it.

  17. #17
    Has anyone else not been able to get this to work at all? I followed the instructions perfectly as far as I can tell, but no dice. I even made a new mod and tried again, replacing the Wehrmacht Volks speech code with the Fallschirmjager speech codes, but again the in-game Volks had no sound at all. I even incorporated it into the Blitzkrieg mod for kicks, and again, the same result. Is there some folder that the .module file isn't recognizing maybe? Anyone else having this same problem?

  18. Modding Senior Member  #18
    @eliw00d:
    Here's a slightly updated EXE which fixes some minor UI issues and adds some error checking:
    http://www.filefront.com/16823039/CoHSpeechManager.zip

  19. #19
    Member GzaDrunkGenius's Avatar
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    hmm, i feel a bit lazy asking for this, but why doesn't anyone load these files up and dumps it in the weapon range? xD
    would save alotta guys some major time...
    "If everyone smoked a blunt, relieve the mind, the world could be a better place."

  20. #20
    Member rev_draconis's Avatar
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    speaking of speech files, does anybody know where I might be able to get ahold of the speech files from the russian version of CoH?

    I have the english version (bought and paid for) but I am working on a US vs USSR mod and would like to get the speech files without having to buy the russian version just to get them.

    Any help would be appreciated.
    -------------------------------------------

    or way that I can convert the english ones to russian?
    Last edited by rev_draconis; 22nd Jun 10 at 3:15 PM.
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  21. #21
    http://botb.fiffa.net Halftrack's Avatar
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    EF Mod uses the speechfiles of the russian version, so that could be a source to dig in...

    btt: I have exactly the same problem as Crasius.. it doesnt work out for me.
    Extracted and renamed the Fsj speech, made a new SpeechManager.cache,
    linked my module to it, ran the newest version of copes CoHSpeechmanager
    over it ( the entire "fsj" folder ) , which gave a successful upadte result,
    pasted the fallschirmjaegers into axis in the SpeechTuning.lua

    but my wehrmacht Fallschirmjagers prefer to keep their mouthes shut...
    maybe they are those silent type of guys ?! :-/

    edit: got them talking now. The files had to be moved to the axis subfolder, too. Maybe I overread that, if not,
    it woulb be useful in the how-to.

    edit: and intersting one, the speechlua also lists the Wirbelwind,
    but I cant find the files in the PE folder ( Wbw ) ?!?
    Last edited by Halftrack; 23rd Jun 10 at 7:25 AM.

  22. #22
    Member LeoPhone's Avatar
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    data\game\speechtuning.lua

    this file does not has the sounds for doctrine sounds like ftf and rou (for the fatherland and force retreat) where do i find those sounds?

  23. #23
    Member rev_draconis's Avatar
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    Thanks for the EF info Halftrack will give that a look-see, thanks again.

  24. #24
    Member eliw00d's Avatar
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    Updated the OP to reflect the faction's parent folder, as mentioned by Halftrack. This was something I did on my side but forgot to mention it in the tutorial. Hopefully that helps anyone still having problems.

    @Copernicus
    Thanks for the updated executable!

    Has anyone figured out a way to get around the conflicts? It would be nice if my Hummels only said Hummel things.

  25. #25
    http://botb.fiffa.net Halftrack's Avatar
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    well, that could be done in the sbps and ebps.. you can just remove the
    non-hummel speeches... you will find the speaker in the ui-ext, in both files
    there are 3 speeches defined, hml, tnk and arm.. delete tnk and arm from the
    list and you are good.

    I am a little afraid of other conflicts, honestly... there ar many files that seem
    to use almost the same names after renaming, all share the same suffix
    so it could be possible that my Axis troops speak PE afterwards ?
    Horrible thought, as PE are really boring... but it worked quite well with the
    British Tanks under US command... hmmmm

  26. #26
    That is the problem with the hummel I believe, the suffix is shared with heavy tanks. The same problem exists with the halftracks and HMG gunners. This is irritating as they use two different voice actors.

  27. #27
    http://botb.fiffa.net Halftrack's Avatar
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    thats the same with mortars and many more... I could live with that, beacause
    as I said its easy to eliminate the non-special voices.. on the other hand, its not the
    Hummmel (f.e.) that speaks, its the crew. which has more than one crew member...
    but I just dont want to overwrite anything axis... i ll further test that.

  28. #28
    <3 Philadelphia mandead's Avatar
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    Where can I find the Wehrmacht and Panzer Elite sound packs in German?
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  29. #29
    Member ledecadent's Avatar
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    Hey guys.

    First, I wanna thank Eliw00d and Copernicus for this great tutorial.

    I tested it and worked fine (at the time i've just merged infantry speech files).

    Thing is, I'm having problems geeting building's sounds to work. To be more specific, with the logistik kommand. I made a copy (i always do) of this ebps and moved it to the axis race and so on. Then, copied the .bsc files to the axis "bld" folder and renamed them. Then, the procces with copernicus tool. Of course, axis already have the "bld" code in the speechtunning, so i didnt make any changes here. Short story, didnt work (the building's sound when selected).

    Has anyone had the same problem??

    Any solution or I'm missing something here?

    Thanks in advanced for your help.

  30. #30
    Member ledecadent's Avatar
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    Nothing on this matter, really??

  31. #31
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    The link for the speech manager doesnt seem to work anymore.

  32. #32
    Member eliw00d's Avatar
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    @MR.SS
    I apologize for the inconvenience, it has been re-uploaded.

  33. #33
    http://botb.fiffa.net Halftrack's Avatar
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    Does anyone else have issues with different language versions? I made my speechfile.cache with the german version, and that seems to work fine,
    but I get a lot of replies that it doesnt seem to work out for the english version.

  34. #34
    Is it possible to make this work with speechfiles from other games, say c&c: generals (I really loved those)?

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