Adding a few Immersion improving sounds sent to Dualsense controllers. A collab with Limai9999 for modding-in extra Haptic Feedbacks for Dualsense controllers. (Both kinda "niche" compared to all-purpose mods but would be the ultimate things to bring to this amazing piece of hardware)
All purpose : - Vehicle audio resource switcher - Weapon audio resource switcher - Dynamic filters for various ADSing, Zooming, Scanning scenarios (based on any cool things one could think of) - FOV based spatialization (kinda vague idea but I always felt vanilla's mix to be a bit "lazy" since changing FOV doesn't affect that - might be undesirable anyway but I obviously couldn't tell) - Having Johnny read his quest journal entries on hover/dedicated button click - Opposite gender V (to current save) could make a rare comment when reaching main menu to suggest switching to another (fe)male V playthrough, if saves with another gender voice are available. - Extra Nibbles meows ! <3 - For Bobblehead Everywhere : Events based audio reactions per-bobblehead (Impacts, lateral Gs, various hits/kills on enemies/police/npcs, and so on), with a probability slider.
Will edit if any others come to mind ;) Thanks again for the extra fun provided already :D
Would it be possible to have V, whether male or Female V mumble some things to her-/him-self when loading up a game or save file? Perhaps reflecting on things they've done within quests?
I've always wondered if it were possible to have V be a bit more vocal, express their opinion on how their story progresses, maybe refer back to people that have passed away. Hum a song or maybe just short reactions on things they see. (could use reference lines from conversations with Side-story quests characters or bar tenders etc etc).
I got a mod idea. Idk if it is possible or not. What about a mod that let's npc comment on V's preem rides? Or the opposite like laugh at V when having a really bad or almost destroyed ride.
I think some basic dying phrases when V flatlines would be solid. Just like, "Damn....". Or, "This is how I go out?...huh...." Whatever is possible, but a bunch of phrases randomized would be awesome, cause V never says anything and it's kinda odd.
Another idea would be to put louder, bass boosted engine sounds for various vehicles, especially when driving in FPP. I love the music, but I always thought the engine noises could use some love. Make em sounds like suped up sports cars with V8's or better.
could it be possible to make a mod that selects the sound of steps according to the position of the feet, because many shoe mods sound like walking barefoot?
A mod that allows V to respond to johnny when he spawns as V's passenger in rides. He has different voice lines when spawning in asking V how he/she is or what's there plan is, or where to next? etc. V never responds to Johnny and feels like V's ignoring him lol, seems like quests are the only time V ever talks to johnny in a car. Would be cool too if V could have a short response to Johnny when he comments on her driving. Could make driving more interesting when johnny decides to show his face during rides.
For anyone experiencing this issue I believe latest Audioware 1.3.2 needs to have a certain .yml file structure to determine correct player gender audio files to play on load, if determining gender is part of the mod feature then its safe to assume the mod file should have proper gender profiles; So in checking with current provided testahshit.yml it should have a Plural Voice manifest format, that's the formatting used for dialogues that are both locale-based and gender-based, with subtitle according to github. However I noticed it seems to be structured wrong when I checked the sample code on Audioware github page to compare, looks more like Simple Voice with subtitle formatting, github says that format's more for NPC dialogues or chatters. It may have changed in the 1.3.2 update for how gender is determined through the .yml file. I seem to have fixed mine by adding the missing portion for the testahshit.yml to get the correct format needed for Plural Voice manifests to properly determine correct player gender. Just add this to the end of your .yml file, inside r6/audioware/AhShitHereWeGoAgain
Spoiler:
Show
here_we_go_again: en-us: fem: file: ./ashwga_f.wav subtitle: "Ah s#*!, here we go again." male: file: ./ashwga_m.wav subtitle: "Ah s#*!, here we go again."
This portion was missing when I checked my installed file. Adding this should fix the Plural Voice format needed for the .yml to work properly.
Spoiler:
Show
version: 1.0.0 voices: here_we_go_again: en-us: fem: ./ashwga_f.wav male: ./ashwga_m.wav subtitle: "Ah s#*!, here we go again." here_we_go_again: en-us: fem: file: ./ashwga_f.wav subtitle: "Ah s#*!, here we go again." male: file: ./ashwga_m.wav subtitle: "Ah s#*!, here we go again."
^Correct nested format should look like this^
Tried this fix and can confirm I got my V to say it again. although I heard male V instead of fem V, but the save was in johnny's flashback so maybe that was why it decided player gender was male in that save load situation. Will have to see if I get to hear fem V later on after I play again. Hope this fixes your issue as well. Getting this to work again and trying it out with My V is Alive was what got me into looking for a fix. This combo makes encounters and exploring so much more immersive give it a try won't regret it.
Thought I fixed it damn . . . I was wrong still needs gender, any info on this issue? Would be great to get this awesome mod working again.
I think the most recent Audioware update (v1.3.2) has stopped this absolute gem from working; it hasn't worked for me since going from the previous Audioware (v1.0.3) to the current (v1.3.2).
I've tested going back to Audioware (v1.0.3) and this mod starts working just fine again with that version installed instead of the current one.
I'm not smart enough to know what change has stopped this from working so I'll just hold out for a hero.
I have the same issue - all dependencies are most definitely up to date. Has to be a mod interfering somewhere but I wouldn't even know where to begin finding that. Might also be worth mentioning that this is the only mod with Audioware dependency (I have all of them, I think) which is affected, but this is also the only mod that make V say something and the only one with options for male and female both. I would assume that there has to be a mod both of us who are having issues have installed that modifies something it shouldn't, or in an outdated way, or in a.. bad way. :S
Ah shit. Here we go again is working fabulously on Patch 2.13 Thank you MisterChedda for making this nova mod!
Chooms please always read the mod Description and check the mod Requirements, make sure you installed all the required modsAudioware, Codeware, Mod Settings, RED4ext, redscript & TweakXL in the correct path, all dependencies must be the latest version.
58 comments
A collab with Limai9999 for modding-in extra Haptic Feedbacks for Dualsense controllers.
(Both kinda "niche" compared to all-purpose mods but would be the ultimate things to bring to this amazing piece of hardware)
- Vehicle audio resource switcher
- Weapon audio resource switcher
- Dynamic filters for various ADSing, Zooming, Scanning scenarios (based on any cool things one could think of)
- FOV based spatialization (kinda vague idea but I always felt vanilla's mix to be a bit "lazy" since changing FOV doesn't affect that - might be undesirable anyway but I obviously couldn't tell)
- Having Johnny read his quest journal entries on hover/dedicated button click
- Opposite gender V (to current save) could make a rare comment when reaching main menu to suggest switching to another (fe)male V playthrough, if saves with another gender voice are available.
- Extra Nibbles meows ! <3
- For Bobblehead Everywhere : Events based audio reactions per-bobblehead (Impacts, lateral Gs, various hits/kills on enemies/police/npcs, and so on), with a probability slider.
Will edit if any others come to mind ;) Thanks again for the extra fun provided already :D
Would it be possible to have V, whether male or Female V mumble some things to her-/him-self when loading up a game or save file? Perhaps reflecting on things they've done within quests?
I've always wondered if it were possible to have V be a bit more vocal, express their opinion on how their story progresses, maybe refer back to people that have passed away. Hum a song or maybe just short reactions on things they see. (could use reference lines from conversations with Side-story quests characters or bar tenders etc etc).
Again, thinking out of the blue here.
Another idea would be to put louder, bass boosted engine sounds for various vehicles, especially when driving in FPP. I love the music, but I always thought the engine noises could use some love. Make em sounds like suped up sports cars with V8's or better.
Just add this to the end of your .yml file, inside r6/audioware/AhShitHereWeGoAgain
here_we_go_again:
This portion was missing when I checked my installed file.en-us:
fem:
file: ./ashwga_f.wav
subtitle: "Ah s#*!, here we go again."
male:
file: ./ashwga_m.wav
subtitle: "Ah s#*!, here we go again."
Adding this should fix the Plural Voice format needed for the .yml to work properly.
version: 1.0.0
^Correct nested format should look like this^voices:
here_we_go_again:
en-us:
fem: ./ashwga_f.wav
male: ./ashwga_m.wav
subtitle: "Ah s#*!, here we go again."
here_we_go_again:
en-us:
fem:
file: ./ashwga_f.wav
subtitle: "Ah s#*!, here we go again."
male:
file: ./ashwga_m.wav
subtitle: "Ah s#*!, here we go again."
I've tested going back to Audioware (v1.0.3) and this mod starts working just fine again with that version installed instead of the current one.
I'm not smart enough to know what change has stopped this from working so I'll just hold out for a hero.
cannot play sound: Registry error: requires gender: here_we_go_again
Thank you MisterChedda for making this nova mod!
Chooms please always read the mod Description and check the mod Requirements, make sure you installed all the required mods Audioware, Codeware, Mod Settings, RED4ext, redscript & TweakXL in the correct path, all dependencies must be the latest version.
Check up this very informative Using Mods | Cyberpunk 2077 Modding guide published by manavortex.