removing faction voice ID? -SOLVED (thanks)

  • The file you´re looking for is in DATA/MISSIONS/faction_props.ini Look for the line that says this space_costume = sh_male5_head, ku_male_guard_body, comm_br_darcy If memory serves then it´s the comm voice at the end that generates the speech, and you can mess around with these and swap them about so new factions sound almost right <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

  • Its in mission/Faction_props.ini, this bit [FactionProps affiliation = fc_c_grp legality = unlawful nickname_plurality = plural msg_id_prefix = gcs_refer_faction_fc_c&lt;-------------- jump_preference = jumphole npc_ship = fc_c_co_fighter_d1-6 npc_ship = fc_c_co_fighter_d7 If you change to other ones you can get them called rogues or alliance which dosen´t sound too bad. If you want to get rid of the name completely, use the nomads one: msg_id_prefix = ignore

  • I think you can also edit what those factions are saying. This is not really tested yet by myself, but I think it should work. I looked around with the UTF-editor and the .ini files. If you look for example to the liberty navy faction (li_n_grp) in the faction_prob.ini, you see: voice = pilot_f_mil_m01 voice = pilot_f_mil_m02 voice = pilot_f_leg_f01 voice = pilot_f_leg_f01a Take for example the voice = pilot_f_mil_m01 and go to the freelancer folder ...../DATA/AUDIO you see some .utf and .ini files. Under them are the male and female voice files =&gt; voices_space_female.ini and voices_space_male.ini! The pilot_f_mil_m01 can be found in the voices_space_male.ini. There I think you can just delete the entries of those things you don´t want the NPC to say! (don´t know this for sure it is only a thought <img src=smilies/icon_smile_clown.gif width=15 height=15 border=0 align=middle>. Example: [Voice nickname = pilot_f_mil_m01 script = SC_MLHEAD_MOTION_WALLA_CASL_000LV_XA_% script = SC_MLBODY_CHRB_IDLE_SMALL_000LV_XA_07 ;the following is a sound entry that you could delete. [Sound msg = gcs_combat_announce_allclear_01- duration = 1.414966 attenuation = -6 Priority = -4 But if you also want to put in a new or edit and existing voice sound, you can edit the voice .utf files with the UTF editor. For the example voice it is pilot_f_mil_m01, so you just open up the pilot_f_mil_m01.utf with the UTF-editor. You see some strange tree with nodes that have some codes like; 0x800932CC, 0x8011A604, etc.... Just extract the data from the node and save it. The rename the saved data to .wav and you got a wave file that you can listen/edit with your mediaplayer. After edditing you can put in the .wav files with the UTF-editor again and things should work.

  • Also an interesting bit of information, that will help me figure out the files for something I am daring a friend of mine to do... add new ship to ship dialogue that is system specific for my mod. No more &quot;We´re bound for (blank)&quot; He owns a recording studio and might be able to do it, so I am daring him to try (included in that dare is me buying him some Guinness) Nemo me impune lacessit.