View Full Version : [REL] Speech fixes and additions
KarlKoch
08-25-10, 05:17 AM
Added some missing sounds to get a little more conversation on the boat and fixed some issues with the german localization.
Warning: Mod overwrites any existing commands.cfg when installed.
This is needed for the sounds to be played. However, if you have a custom commands.cfg or any other mod changing that file, just copy the lines i added to your desired commands.cfg. The lines added by myself are well documented. Just search for "KarlKoch" in the file. No other changes than adding lines were made to the stock commands.cfg.
Features:
- added sound for following orders in commands.cfg:
-Radar_toggle_on_off
-Propulsion_standard
-Propulsion_recharge
-Rig_for_silent_running
-Secure_from_silent_running
-Snorkel_depth
-Knuckle_port
-Knuckle_starboard
-Report_weather
-WP_Target_nearest_merchant
-WP_Target_nearest_warship
-WP_Target_nearest_ship
-WP_Target_recommended
-WA_Target_nearest_merchant
-WA_Target_nearest_warship
-WA_Target_nearest_ship
-WA_Target_recommended
-DGuns_Fire_at_will
-DGuns_Hold_fire
-DGuns_Short_range
-DGuns_Medium_range
-DGuns_Long_range
-DGuns_Aim_hull
-DGuns_Aim_cmd_deck
-DGuns_Aim_weapons
-DGuns_Aim_waterline
-AAGuns_Fire_at_will
-AAGuns_Hold_fire
-AAGuns_Short_range
-AAGuns_Medium_range
-AAGuns_Long_range
-AAGuns_Aim_fighters
-AAGuns_Aim_bombers
-AAGuns_Closing_targets
-Man_the_deck_gun
-Man_the_flak_gun
-Man_the_deck_and_flak_guns
-Toggle_battle_stations
-Send_contact_report
-Send_patrol_report
-Gramophone_play
-Gramophone_prev
-Gramophone_next
-Follow_nearest_sound_contact
-Follow_nearest_warship_sound_contact
-fixed german "Rohr feuert #number" (german version only)
-added sounds for
-(german version only)
-destroyer in attack run No idea if this will work, only added soundfile. Depends on if game ever triggers this
-enemy is pinging us No idea if this will work, only added soundfile. Depends on if game ever triggers this
-(both versions)
-new message received (radarman)
-depth charges No idea if this will work, never got a DD to drop DCs on me, yet
-status reports of sonarman
I want to add that this mod comes to full effect when used with Skwasjer's Voice Recognition (http://www.subsim.com/radioroom/showpost.php?p=1316060&postcount=1)
and/or TDW's New UIs (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1). Not tested with reaper7's UI, but should work just fine. Anyone can confirm this?
See the readme in documentation folder for further information. Bugs and suggestions welcome.
Speech fixes and additions (english version) (http://www.mediafire.com/?2qz7vo45c1x7pgc)
Speech fixes and additions (german version) (http://www.mediafire.com/?z3soc22dsedocdb)
For those interested in the speech files, i wrote down all soundsamples (german only). English files should contain the same, some translation program might help if you have difficulties. You might as well ask me here in the thread or via pm. Link to the textfile:
Transcription of speech samples (german language) (http://www.mediafire.com/?2c17fijc6xp4v48).
raymond6751
08-25-10, 06:03 AM
Thank you! Not only for the terrific mod, but for the thoughtfulness of this next quote
[QUOTE]
Warning: Mod overwrites any existing commands.cfg when installed.
This is needed for the sounds to be played. However, if you have a custom commands.cfg or any other mod changing that file, just copy the lines i added to your desired commands.cfg. The lines added by myself are well documented. Just search for "KarlKoch" in the file. No other changes than adding lines were made to the stock commands.cfg.
[END]
I'm beginning to like SH5. Yesterday I ran SH3 after a while away and actually missed the ambiance and visuals of SH5 ! Never thought I'd say that. :rock:
THE_MASK
08-25-10, 06:07 AM
Well this is awesome , thanks .
DavyJonesFootlocker
08-25-10, 06:10 AM
Danke!:DL
KarlKoch
08-25-10, 07:45 AM
I want to add that this mod comes to full effect when used with Skwasjer's Voice Recognition (http://www.subsim.com/radioroom/showpost.php?p=1316060&postcount=1)
and/or TDW's New UIs (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1). Not tested with reaper7's UI, but should work just fine. Anyone can confirm this?
DavyJonesFootlocker
08-25-10, 08:46 AM
I can't seem to get that F2-F4 external view anymore. Must be a conflict with another mod.
KarlKoch
08-25-10, 08:48 AM
I can't seem to get that F2-F4 external view anymore. Must be a conflict with another mod.
Did you get a conflict warning when enabling with JSGME? If so, then yes, there may be a conflict. Can you please post your loaded mods in order?
DavyJonesFootlocker
08-25-10, 09:27 AM
Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Capthelms SH5 Audio Mod
Lite Campaign LC 1.2
Shadow Improvement ModLR
MightyFine Crew Mod 1.2.1 Alt w beards
Environment 3.1 MOD
sobers base wave mechanics for SH5 v3
SV&Com Underwater Mod
Menu - Das Boot Underwater Theme
NewUIs_TDC_3_9_2_ByTheDarkWraith
IRAI_0_0_12_ByTheDarkWraith
Critical hits 1.1 Torpedos
Critical hits v 1.2
Enhanced FunelSmoke_by HanSolo78
MoraleMod
NDB,NDH OM#1 - No Dialog Indicator
No Damn Bubbles, No Damn Halo Mod
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
WoGaDi Mod BetaSix
SteelViking's Interior Mod V1.0
Realistic ammo amount for AA and deck guns
Old Style Explosions V1.1
AilSmoke 1.7
Torpedo Splash
AilClouds 3.0
Window_Lights_Redone_V1
Danevangs Paint Shop 1.0 Type VIIC Pack
Grossdeutscher Rundfunk
NewUIs_TDC_4_0_3_ByTheDarkWraith
sobers hyrophone fix
sobers realistic hydrophone operator SH5
Sobers ambiance sound collection(CMD)
Krauters Automated Scripts
German
MoraleMod2
Danevangs PS 1.0 VIIC-upg Camo Irregular Shapes
German U-Boat Internal Routine SFX
Elite German Black & Copper Torpedo
OPCF_SH5
Luftwaffe Combat Radio Frequency 88.00 MHz
German U-Boat Hydrophone SFX
U-boat Historical Specifications 1.4
More_crew_commands_dialog_v1.04
Feared Hunters 2.1
Speech fixes and additions (german version)
No magic skills v1.5 MCCD compatible
TheDarkWraith
08-25-10, 09:33 AM
why do you have two versions of my UIs mod enabled? And also why isn't IRAI enabled after the last UIs mod? And you're also way behind in the IRAI version....
KarlKoch
08-25-10, 09:47 AM
Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]
*snip*
Okay, you need to find out which mod is conflicting there. I suggest to disable and reenable my mod. When you get a warning about a mod conflict, write down which one it is conflicting with. Then disable mine and the one conflicting and reenable mine. If there is again a warning, rinse and repeat until there is no more warning when enabling my mod. Then give me the names and i will see what can be done about that.
Everything else: wow, this is what is being called a modsoup here on subsim, right? :D
TheDarkWraith
08-25-10, 09:57 AM
well we can thin it out some. Can I include this in my UIs mod? I like it very much :up:
KarlKoch
08-25-10, 10:00 AM
well we can thin it out some. Can I include this in my UIs mod? I like it very much :up:
Sure, go ahead. I am not sure if it is finished, yet, but i will inform you if there will be new versions.
skwasjer
08-25-10, 10:21 AM
Everything else: wow, this is what is being called a modsoup here on subsim, right? :D
Yummy!
Great mod Karl!
reaper7
08-25-10, 12:49 PM
Not tested with reaper7's UI, but should work just fine. Anyone can confirm this?
Downloading now will test to see if compatible, should be as I'm using the stock commands.cfg.
Can I include with my UI if working. :D
Thanks KarlKoch. :yeah:
KarlKoch
08-25-10, 12:49 PM
Downloading now will test to see if compatible, should be as I'm using the stock commands.cfg.
Can I include with my UI if working. :D
Thanks KarlKoch. :yeah:
Sure, i will keep you updated about new versions, too.
e: E-fame + 2 :D
SteelViking
08-25-10, 01:51 PM
Also Davy Jones, I strongly recommend using V1.1 of my interior mod. It is light years ahead of V1.0.:yep:
KarlKoch
08-26-10, 08:54 AM
Any thoughts, any bugs any suggestions yet?
I just found out that knuckle port/starboard are not working. Stock bug.
@TDW and reaper7: If you want to use those commands, you need to issue another command to turn 90° to the appropiate side. I am sure you know how that is being done.
tonschk
08-26-10, 12:18 PM
Hi there,:DL thank you for this mod, give me just a conflict with .... Church's SHV 1.01 Keyboard Commands v1.1 ....... can you please tell me your opinion about this conflict ?, thank you
reaper7
08-26-10, 12:23 PM
Any thoughts, any bugs any suggestions yet?
I just found out that knuckle port/starboard are not working. Stock bug.
@TDW and reaper7: If you want to use those commands, you need to issue another command to turn 90° to the appropiate side. I am sure you know how that is being done.
knuckle port/starboard was working ok for me although your audio commands say Double port/starboard for port/starboard . :hmmm:
(Will double check how its working now though)
Double port/starboard does a normal port/starboard turn than straightens out then does a second port/starboard after abit.
Rest of the commands work ok with my UI. I have Included it in V2.0 of my new UI available to download. :up:
KarlKoch
08-26-10, 01:14 PM
Hi there,:DL thank you for this mod, give me just a conflict with .... Church's SHV 1.01 Keyboard Commands v1.1 ....... can you please tell me your opinion about this conflict ?, thank you
Sure, there definitifly is a conflict, because both change the commands.cfg.
When you look into my commands.cfg, you will see that i only added some lines to it, but changed nothing else. So you just have to open my file in an editor, search for "KarlKoch" and copy all those lines to the appropiate sections in Church's commands.cfg. Its the only thing needed to make it compatible.
Because commands.cfg is (or at least was) an often used tool to edit something in SH3 and 4, i tend to not make it compatible with every other mod out there, but document everything so that people can do it by themselves.
If you need any help in this, feel free to ask.
KarlKoch
08-26-10, 01:19 PM
knuckle port/starboard was working ok for me although your audio commands say Double port/starboard for port/starboard . :hmmm:
(Will double check how its working now though)
Double port/starboard does a normal port/starboard turn than straightens out then does a second port/starboard after abit.
Rest of the commands work ok with my UI. I have Included it in V2.0 of my new UI available to download. :up:
Whoops, that one slip through. I will have to see if i can find any sample for an english version. In german files, its "knuckle port/stb". Will look for it next week.
And knuckle is working correctly on your side? i will check again on mine, but it definitifly not worked with stock version and only speech recognition enabled and historical mission. Will check again.
tonschk
08-26-10, 01:49 PM
Thank you :up: KarlKoch , hopefully I think I already sort it out , if not I will ask you, thank you :yeah:
reaper7
08-26-10, 02:39 PM
Whoops, that one slip through. I will have to see if i can find any sample for an english version. In german files, its "knuckle port/stb". Will look for it next week.
And knuckle is working correctly on your side? i will check again on mine, but it definitifly not worked with stock version and only speech recognition enabled and historical mission. Will check again.
Will double check in case I'm remembering wrong. Will try with and without enabled. ;)
DavyJonesFootlocker
08-26-10, 04:20 PM
Sorry for not responding, still on vacation. When I get back home I'll sort my mess out.
reaper7
08-26-10, 04:43 PM
Sorry for not responding, still on vacation. When I get back home I'll sort my mess out.
Confirmed double port/starboard does only do it once. :nope:
KarlKoch
08-26-10, 04:49 PM
Confirmed double port/starboard does only do it once. :nope:
And Knuckle port/stb? Does it actually turn?
reaper7
08-26-10, 05:18 PM
And Knuckle port/stb? Does it actually turn?
Yes, both set of command only do one turn :nope:
TheDarkWraith
08-26-10, 05:30 PM
are those the stock commands? They work fine in my UIs mod. Automation made them obsolete now - there is a much 'beefier' command for evasive maneuvers :DL
Are you letting the command run long enough? The stock command will take you to full throttle, dive you to ~27m depth, and then it will do its thing.
KarlKoch
08-27-10, 12:36 AM
are those the stock commands? They work fine in my UIs mod. Automation made them obsolete now - there is a much 'beefier' command for evasive maneuvers :DL
Are you letting the command run long enough? The stock command will take you to full throttle, dive you to ~27m depth, and then it will do its thing.
Oh, thanks for that one, i will test it. I didn't run it long enough yet, because i always thought that the rudder should be commanded at once. :)
Rickster1
09-07-10, 11:12 AM
the link for this mod seems to be broken, can any one find it !
KarlKoch
09-07-10, 11:20 AM
Seems as if mediafire is temporarily down. Should be back up in a couple of hours. If not, i will upload it at some other place. Please have a bit patience.
KarlKoch
09-07-10, 03:30 PM
Mediafire is coming back online slowly, in the meantime, here are 2 other links:
English version (http://speedshare.org/download.php?id=E706493111)
German version (http://speedshare.org/download.php?id=2CCAD71A11)
DavyJonesFootlocker
09-07-10, 03:52 PM
Danke! I mean thanks!:D
Found out that "wasserbomben" and a few others doesn't work. Anyway to fix that you think?
KarlKoch
09-07-10, 06:03 PM
Which ones exactly?
I am afraid that at least "Wasserbomben" cannot be fixed at this state, because the game doesn't call the MessageID for that sound. I was afraid it would not work, but since i never got DCs on my boat, i couldn't check.
Since the MessageID seems to be called in SH5.exe, i see no way of changing that at this stage. There may be another idea, but i have to see if that can work.
Abd_von_Mumit
09-07-10, 06:50 PM
since i never got DCs on my boat, i couldn't check.
No more of this cowardice of yours, Herr so called Kelun, no more avoiding combat! :nope:
Seriously - the wasserbomben sound troubles me a lot as well, I'd kill for a mod that brings it back to game. How come they forgot about one of the most important reports your crew members can spit out. Unbelievable.
I appreciate you trying to fix that disaster. :salute:
609_Avatar
09-12-10, 09:19 AM
well we can thin it out some. Can I include this in my UIs mod? I like it very much :up:
That would be great! Have you already included this in one of your release versions? I'm off to go check the latest one to see if it's listed.
vickers03
09-12-10, 10:09 AM
I am afraid that at least "Wasserbomben" cannot be fixed at this state, because the game doesn't call the MessageID for that sound. I was afraid it would not work, but since i never got DCs on my boat, i couldn't check.maybe with scripting:hmmm:
KarlKoch
09-12-10, 10:13 AM
maybe with scripting:hmmm:
Yes, that is what is planned.
This is really "a must have" mod !!! Congrat's !!!
I have a question: when this mod is installed, on any simulation start, you have a whole salvo of speech messages which are playing each time.
Is-there a way to avoid this ?
ACS
KarlKoch
09-15-10, 03:27 PM
This is really "a must have" mod !!! Congrat's !!!
I have a question: when this mod is installed, on any simulation start, you have a whole salvo of speech messages which are playing each time.
Is-there a way to avoid this ?
ACS
I am afraid not at this stage. Since all those commands are called when entering the simulation, the appropiate sounds are played. Maybe it is possible to avoid this via scripting, but it may take a while until i am confident enough to try that.
THE_MASK
06-04-11, 01:17 AM
link is broken?I just downloaded it . Link works for me .
KarlKoch
06-04-11, 07:30 AM
Both links are working for me. If you still have trouble downloading this mod, drop me a pm and we find a solution for you.
Yoram777
06-04-11, 01:44 PM
Q; are the .cfg files of the german version the same as the english version?.
I want to use the german sounds with the magnum opus mod, if the cfg's are the same than i just need to replace the sound files.
Noobsey
11-09-11, 10:18 AM
Generic Mod Enabler - v2.5.0.150
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Capthelms SH5 Audio Mod
Lite Campaign LC 1.2
Shadow Improvement ModLR
MightyFine Crew Mod 1.2.1 Alt w beards
Environment 3.1 MOD
sobers base wave mechanics for SH5 v3
SV&Com Underwater Mod
Menu - Das Boot Underwater Theme
NewUIs_TDC_3_9_2_ByTheDarkWraith
IRAI_0_0_12_ByTheDarkWraith
Critical hits 1.1 Torpedos
Critical hits v 1.2
Enhanced FunelSmoke_by HanSolo78
MoraleMod
NDB,NDH OM#1 - No Dialog Indicator
No Damn Bubbles, No Damn Halo Mod
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
WoGaDi Mod BetaSix
SteelViking's Interior Mod V1.0
Realistic ammo amount for AA and deck guns
Old Style Explosions V1.1
AilSmoke 1.7
Torpedo Splash
AilClouds 3.0
Window_Lights_Redone_V1
Danevangs Paint Shop 1.0 Type VIIC Pack
Grossdeutscher Rundfunk
NewUIs_TDC_4_0_3_ByTheDarkWraith
sobers hyrophone fix
sobers realistic hydrophone operator SH5
Sobers ambiance sound collection(CMD)
Krauters Automated Scripts
German
MoraleMod2
Danevangs PS 1.0 VIIC-upg Camo Irregular Shapes
German U-Boat Internal Routine SFX
Elite German Black & Copper Torpedo
OPCF_SH5
Luftwaffe Combat Radio Frequency 88.00 MHz
German U-Boat Hydrophone SFX
U-boat Historical Specifications 1.4
More_crew_commands_dialog_v1.04
Feared Hunters 2.1
Speech fixes and additions (german version)
No magic skills v1.5 MCCD compatible
Does that include some voiceovers from the Das Boot movie?? 'cause that is one thing I'm looking for^^
AND I looovveee that movie.
Hi KarlKoch! I write same post to stormfly, for if one or another can help me, this is the problem:
In my "commands.cfg" :
**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A
***********************************
Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].
I'd like this:
- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A
- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03
If possible do it? How?
Hi KarlKoch! I write same post to stormfly, for if one or another can help me, this is the problem:
In my "commands.cfg" :
**********************************
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
HasDelayedExecution=Yes
Key0=0x42,s,"B" ;(Shift+B)
Sound_0=ELO_Weapon,MC_CR_SO_01_A
***********************************
Sound_0=ELO_Weapon,MC_CR_SO_03 *This line add for me, contains the correct sound to deactivate battle stations. But I don't know if is possible incorporate this line to [Cmd436].
I'd like this:
- first push of key (shift+b) for toggle_battle_stations (on)
with Sound_0=ELO_Weapon,MC_CR_SO_01_A
- second push of key (shift+b) for toggle_battle_stations (off)
with Sound_0=ELO_Weapon,MC_CR_SO_03
If possible do it? How?
Resolved by Stormfly in his "DBSM" post!.
Navuhodonosor
01-16-13, 01:47 PM
Thank you ,I really like it:up::salute:
Is this mod compatible with the latest NewUI version (7_1) or is it included in TDW's UI mod?
THE_MASK
02-14-13, 08:17 PM
Is this mod compatible with the latest NewUI version (7_1) or is it included in TDW's UI mod?Check my mega mod list to see where it goes in the order .
http://www.subsim.com/radioroom/showthread.php?t=192374
Check my mega mod list to see where it goes in the order .
http://www.subsim.com/radioroom/showthread.php?t=192374
So i guess you're using it Sober :)
Could you tell if hydro man is really annoucing all depth charges with it?
And destroyer attack run?
Just because the author didn't know if it was working :-?
THE_MASK
02-14-13, 09:42 PM
So i guess you're using it Sober :)
Could you tell if hydro man is really annoucing all depth charges with it?
And destroyer attack run?
Just because the author didn't know if it was working :-?No :Kaleun_Crying:
Ah, Ok...Thanks.
That' s a shame we can't have those features in SH5 imo :shifty:
THE_MASK
02-14-13, 10:59 PM
Ah, Ok...Thanks.
That' s a shame we can't have those features in SH5 imo :shifty:All these mods were done so long ago . Maybe someone who knows scripting could figure it out !
blkdimnd
04-26-13, 12:09 PM
I'm using the German version of this mod. (Using German Voices in game.)
But the sonar man says some things in English. Anyone else having this issue?
texasmed
04-29-13, 12:36 AM
I'm sorry if this has been discussed here or in another thread recently, but it's something that has been bothering me a lot lately. I hate the chief of the sub and his voice files. Things like "extreme speed ahead" and the insanely repetitive "dive planes" voice have driven me to look at the files to see what can be done. Has anyone modded or even recorded new voices for the chief so that they are more correct and less annoying? I'm going to redownload SH3 to see if I can pull some voice files from it since that is my favorite game in the series (with modded SH5 being pretty close as I work on adding more).
Edit: It seems that the files exist in a similar format for SH3, so it may be as simple as replacing the worst offenders in the right folders with correctly named files. I hate to say it looks like a few months of work to have something worth sharing, and I guess it would break some rules for a release here that simply takes files from another game and uses them in SH5.
You can use all sounds files and switching them from SH3/4/5...as far as they have same name, and same command config in your game.
There are many sounds files in data/sound/speech/WatchOfficer...be sure to replace the good ones!
Mikemike47
12-04-13, 10:13 PM
PMd KarlKoch for any assistance he can give me on adding more commands.cfg voice additions.
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