Character Customization Change Player Voice with Juiced Patch

You can attach any persona_situation listed in "persona_situations.xtbl" to a Taunt or Compliment via "customizable_action.xtbl".

Not sure if it's especially helpful, but here are all the persona_Situations Playa's regular voices can use (taken from my Animations guide)

There are many more persona_situations that Playa can't use, but various NPC voices should be able to use them.
I tested that with the very guide you posted, by making another taunt reaction with the NPC react trigger lol, I always laugh at the "never fuck with the working class." quote. xD I noticed some NPCs have dialogue as certain classes so to speak, like the police react to hostage only works on Cop/Swat NPCs but not civilians
I think we're mistaking how NPC's dialogues and Player's dialogues functions. Not that it's used rarely.
Anyway if anyone understands the issue, please contact me.
this is because you need a taunt that has the "voice - action/situation" to make the audio play right, I noticed when you idle the NPC with say random stuff.
 
I tested that with the very guide you posted, by making another taunt reaction with the NPC react trigger lol, I always laugh at the "never fuck with the working class." quote. xD I noticed some NPCs have dialogue as certain classes so to speak, like the police react to hostage only works on Cop/Swat NPCs but not civilians

this is because you need a taunt that has the "voice - action/situation" to make the audio play right, I noticed when you idle the NPC with say random stuff.
A video example can be useful. Just only my character NPC dialogue if they are idle using animation scenario e.g smoking, dancing, drinking, reading book, conversations with other npc. (Only if selected NPC voice is in-used).
 
I think we're mistaking how NPC's dialogues and Player's dialogues functions. Not that it's used rarely.
Anyway if anyone understands the issue, please contact me.
The way I understand it (through speculation) is this:
NPCs:

NPC voice audio has it's own Audio Bank.

Personas are for NPCs. They don't only contain their voice information (which I presume filters through the Audio Bank by name, race and gender), but also their Homie icon and (according to persona.xtbl) what radio station they're listening to if they spawn in a vehicle (though I don't think this actually functions). For all I know, they may contain other information as well.

The voice audio might also be part of a "persona_situation". Eg; If an NPC with the "BM_COP" Persona (Black Male Cop) uses an Action Node (Eg: idle), they will only use voice lines labelled "BM_COP" which are included in the "voice - timeout" persona_situation (if there are any).

Another example I can think of is "IG_ep01_scene1.xtbl" (the mini-cutscene that plays when you save Pierce in the first Epilogue mission). The script has Pierce walk from the building and play the "voice - laugh" persona_situation. So each time this cutscene plays, the laughing audio would be different, because it's not directly calling for a voice line audio file, it's referencing a pool of laughing audios for the "SP_PIERCE" Persona (which npc_pierce uses) inside the "voice - laugh" persona_situation. If you were to simply replace Pierce in that cutscene, the replacement NPC should still laugh, but in their own voice (if they have laughing audio).

So the chain looks like this:

1. NPC
uses a...
2. Persona
which can encounter a...
3. Trigger (action_node, insults, compliments, etc.)
which triggers a...
4. persona_situation (a pool of voice lines)
which references...
5. Audio Banks
and then plays an audio file from the Audio Bank in-game.


Playa:

Playa has separate Audio Banks for each voice option. pcr01.lua (player creation) specifies these strings in the voice options menu:
MALE_WHITE
MALE_BLACK
MALE_LATINO
FEMALE_WHITE
FEMALE_BLACK
FEMALE_LATINO

These strings appear to be hard coded (or at least, I can't find them anywhere else). They are also difficult to mod in my experience. Maybe also due to the information being saved to the save file. (I tried to make a "Mute" voice option for HS:Evo, but it didn't work).

The problem is trying to get the Playa to use a Persona instead of the Playa's voice options. Kanbei achieved this with CGallery files, but I suppose the next step would be finding and editing the same hex code in actual save files, possibly even then writing a script of some kind to do it through an in-game menu, which is beyond my capabilities.

I tested that with the very guide you posted, by making another taunt reaction with the NPC react trigger lol, I always laugh at the "never fuck with the working class." quote. xD I noticed some NPCs have dialogue as certain classes so to speak, like the police react to hostage only works on Cop/Swat NPCs but not civilians
Exactly. Because why would an Elderly NPC (for example) need voice lines for chasing a car with a hostage in it?
I'd imagine there's another persona_situation for hostage victims.
this is because you need a taunt that has the "voice - action/situation" to make the audio play right, I noticed when you idle the NPC with say random stuff.
A video example can be useful. Just only my character NPC dialogue if they are idle using animation scenario e.g smoking, dancing, drinking, reading book, conversations with other npc. (Only if selected NPC voice is in-used).
Not every NPC will have audio for every persona_situation (see above).

Instead of waiting around for Playa to start idling, you can apply new persona_situations to a bunch of the taunts/compliments, then change the character's voice using Kanbei's CGallery method, then see what works by scrolling through the taunt/compliments menu.
 
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