Space Engineers

Space Engineers

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AQD - Computer Voice Lines
   
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Type: Mod
File Size
Posted
Updated
41.439 MB
10 Jul, 2019 @ 2:30pm
8 Dec, 2019 @ 3:31am
5 Change Notes ( view )

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AQD - Computer Voice Lines

In 1 collection by enenra
AQD - A Quantum of Depth
24 items
Description
Current version: 1.3
Please refer to the changelog for patch notes.


"Offering emotional support."
This is a small mod adding a number of computer voice lines to the selection of the sound block. You can use these to have your ship greet you, when you come on board, to warn you, when oxygen levels get low, to announce when enemies are in range and much more. As a soundblock mod, you are able to easily have scripts trigger these voice lines as well. It also replaces the HUD's voice lines such as "Suit energy low" to keep the computer voice consistent.

AQD - A Quantum of Depth is a project of mine, encompassing multiple small and larger mods aimed at improving the gameplay experience and eventually overhauling larger parts of the game:





151 new voice lines
All these voice lines are generated using Adobe Audition and Microsoft Cortana. You can find the list with all currently implemented voice lines here[gist.github.com].

HUD voice line replacements
Replaced all of the HUD's voice lines ("Suit energy low" etc.) with new ones in Cortana's voice.

[discord.gg]
[github.com]



  • I heavily recommend using a sound block script with this mod. One that allows you to play multiple sounds on a single sound block and possibly even allows to play a sound immediately after the previous one ended.
  • It's fairly easy to create more voice lines. Should you have an idea for further lines, please just post them here. Note however that it's preferrable to have short voice lines which can then be combined ingame to build longer sentences.
  • Similarly, if you're a modder and would like some voice lines for your mod, contact me. Depending on available time I can just make them for you. For reference, DarkStar's Defense Shields already include voice lines made by me.

Popular Discussions View All (1)
22
26 Dec, 2024 @ 4:45pm
PINNED: Line Suggestions
enenra
93 Comments
Wolfhound75 2 Nov, 2024 @ 9:30pm 
Love it! Need one that says "Eject! Eject! Eject!"
Dakiller 5 Oct, 2024 @ 2:00pm 
Oh also real quick. If you use this fix please test it on like 1 or 2 lines first as doing all 151 and then realising it hasn't worked would suck. Also i am using singleplayer so i have no idea if a server will need a different fix or not
Dakiller 5 Oct, 2024 @ 1:51pm 
*FIX FOR NAME TOO LONG ISSUE BELLOW PT2*

Now open lines.txt and then the folder "Data" and open SoundCatergories.sbc as well. Now the painful part. we need to copy the names from lines.txt into SoundCatergories.sbc and replace the second part with the correct name

So if in the .sbc the first is "<SoundDesc Id="AQD_SB_Arc_001" SoundName="SoundBlock_SoundName_AQD_SB_Arc_001"

Then we need to copy the name from lines.txt that corresponds with that so 001 is "Command confirmed" then paste that into the SoundName value so we will end up with

"<SoundDesc Id="AQD_SB_Arc_001" SoundName="Command confirmed"

Now we do this for every line. luckily all lines are in order so we don't need to mix and match just copy the first name in lines.txt to that first SoundName param and the second to the second and so on

I would just post the file here and say just replace it with this one but i am unsure of the rules regarding that and don't want to without enenra's permission.
Dakiller 5 Oct, 2024 @ 1:47pm 
*FIX FOR NAME TOO LONG ISSUE BELLOW PT1*

Ok so before i get into this i want to say i do NOT make SE mods so there may well be a better way but this works so i am fine with that. bellow i state how i fixed it and i will try to break it down as much as possible. I think the issue (again not a modder) is that for some reason SE is not reading the macros values correctly and so we need to "hard code" the names in. if you know where the mod folder is then skip the next paragraph.

First copy this mod id from the url from here in steam then press the steam button top left that says steam and go to storage and next to the disk hit the (...) button and select browse folder. once in that folder open workshop and paste the ID in the search bar. JUST the id number at the end of the url and that will give us this mod so open that
King DaMuncha 5 Sep, 2024 @ 11:59am 
BUT HOW?
jodeko 1 Dec, 2023 @ 9:53am 
@Dr. Kevorkian can you post our fix?
Dr. Kevorkian 11 Sep, 2023 @ 8:39pm 
@Molten Carnage, Yea I would, I can show him how to make the changes on his own. It's a simple name change in one of the files and it's fixed.
Molten Carnage 10 Sep, 2023 @ 4:07pm 
@Dr. Kevorkian Would you be willing to make your alterations available ... with @enenra 's permission of course?
Dr. Kevorkian 25 Aug, 2023 @ 3:44pm 
@enera I figured out how to change the sound file names. It doesn't require C# just requires a change to one of the sbc files. It was actually pretty easy. I tested it using your mod in game and the title appears appropriately.
enenra  [author] 4 Aug, 2023 @ 6:34am 
It's not really an issue of the sound files so much as the terminal property displaying them. Unfortunately doing interface changes like that is not at all easy and must be programmed in C#.