So....have a new soundpack that's crewtalk Majel-computer style. And a TGL. Soundfiles work ingame ok (tried as substitutes for default TGL).
With other soundpacks (Klingon, etc) I've used a mutator which obviously means affects all bridges. For this one, I just want it to work on specific (ie: shuttle) bridges.
Made a new set of bridge character scripts and adjusted to point out to TGL:
pComputerBrex.SetCharacterName("Brex")
# Add the character to the set
pSet.AddObjectToSet(pComputerBrex, "Engineer")
pLight = pSet.GetLight("ambientlight1")
pLight.AddIlluminatedObject(pComputerBrex)
# Setup the character configuration
pComputerBrex.SetSize(App.CharacterClass.SMALL)
pComputerBrex.SetGender(App.CharacterClass.MALE)
pComputerBrex.SetRandomAnimationChance(.75)
pComputerBrex.SetBlinkChance(0.1)
pComputerBrex.SetDatabase("data/TGL/Computer Crew General.tgl")
But ingame, crew continues to use default bridge crew general. Any thoughts on if what I'm trying to do possible without using a mutator?
Hi Lurok,
The sample of what you posted is just the tip of the iceberg, so to speak. Making custom crew voices is "very, very tedious" but not impossible. It took me nearly six months to make a unisex bridge crew. This was done in combination of re sampling voice files from SFC3, Custom TGL's
(I still have nightmares about the nearly 500 lines of command code in those .TGL files). And of course Custom/Autostart mutators. I'm going to take the route of UMM. This will simplify the crew selection process while preserving the Autostart mutators.
I have done experiments with altering both SP and QB voice files over the years. It's more feasible to alter the Quickbattle voice files. I've done this now, without overwriting the stock files. So what your attempting, I've already done with BC:Generations.
If you have any questions, please feel free to send me a PM.