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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Tue, 10. Nov 15, 14:30 Post subject: [MOD] SilenceYouAll - Skip chatter! |
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Workshop link
Dropbox
Removes NPC & player audio communication that does not contain info for the player, such as chat from
Yisha (boarding as well),
Station and ship personnel,
Traders,
Ren in general
Tested on 4.0 beta.
For 4.0 'Menus' under game settings has to be set to HUD!
Under 3.61 the HUD Detail Monitor option has to be turned On, otherwise the skill and build related windows will not open!
Cutscenes related to HR duties are removed as well.
Main plot and smalltalk are not affected (intentionally at least).
In other cases (generic missions mainly) where the speech was kept UniTrader's approach is used from his UTFasterDialogue mod, which lets the player select the next conversation option without any delay.
Big thanks to UniTrader and strude for the help!
If i missed anything let me know!
Changelog:
* v1.14: 4.0 release update
* v1.1: Bugfix
* v1.0: Enable NPC comms during attack/protect
* v0.8: Disable farewell lines for generic missions, enable reputation dependent welcome on dock
* v0.7: Disable docking speech, shield reload sound
* v0.6: Disable NPC hire/fire/relocate cutscenes
* v0.5: Disable license trader and some superfluous trade comms
* v0.4: Enable more confirmations (from arhitect, traders), improve compatibility, fix log messages
* v0.3: Enable more informative comms (hired npc arrives, no drones etc)
* v0.2: Enable more betty and marine speech
* V0.1: Release
See below the discussion that led here..
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Is there a mod that allows skipping of or removes entirely the command related speech?
I wanted to try 4.0's new features, but all these forced dialogs infuriate me so much, i kinda ragequit after few 10 mins.
If there is no such mod, is there a way to do this manually somehow?
Find all voice files, and make a 1ms silence out of them or such?
Or might there be a scriptable solution?
Last edited by pref on Sat, 16. Apr 16, 12:54; edited 19 times in total |
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Ezarkal
Joined: 22 Apr 2015
Location: On the bridge
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Posted: Tue, 10. Nov 15, 15:11 Post subject: |
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Ohhh, I second the motion!
I just can't figure some speech can't be skipped. It's infuriating. We should make this an official request for devs. After 300h of gameplay, you'd think they would have figured the player would be bored hearing: "Are you sure you want this model? Once we start building this ship, we have to complete it."
G-dammit! I just asked you to build it, shut it and get going! 
_________________ "I'm not saying let's go kill all the stupid people...
I'm saying let's remove all the warning labels and let the problem solve itself out." |
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UniTrader Moderator (Script&Mod)

Joined: 20 Nov 2005 Posts: 13615 on topic

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Posted: Tue, 10. Nov 15, 15:16 Post subject: |
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its not that difficult to remove it, just write a diff file where all speak commands in the related md file are removed.. if you do it similiar to the Improved Dialogue Mod i did a while ago where i just added an attribute to all choices that they arent hidden when someone talks it can be done in about 30 minutes..
_________________ if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help  |
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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Tue, 10. Nov 15, 16:34 Post subject: |
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Thanks!
Is this the one?
https://github.com/UniTrader/UTFasterDialogue
I see if i can unpack and find the files needed to change. Or does your mod include all files that need to be modified possibly?
Any pointers welcome 
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UniTrader Moderator (Script&Mod)

Joined: 20 Nov 2005 Posts: 13615 on topic

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Posted: Tue, 10. Nov 15, 16:45 Post subject: |
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yep, thats the mod i meant.. it should already contain all files needed, but instead of the
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<add sel="(//add_npc_line)[*]" type="@hidechoices">false</add> |
you need many
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<remove sel="(//add_npc_line)" /> |
and also the amount of them may differ since the number of choices in an md file does not match the number of spoken lines. and the number in square brackets also does not change because when you remove the first node the previously second one is the new first - you just need enough remove actions to get them all (but not too many because this spams the debuglog on startup)[/code]
_________________ if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help  |
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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Tue, 10. Nov 15, 17:05 Post subject: |
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Thanks again!
Do you know how to decide how many of the remove lines are needed?
This will not keep the delay without audio right?
Do i just need to remove all <add_npc_line /> from under every cue/action?
Which cat file(s) i need to unpack to see the originals? Does cat08 hold all md scripts relevant?
Sounds like something to be done with xquery relatively easily..?
Perhaps any way to keep up subtitles for a few secs even without audio?
lots of edits..
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UniTrader Moderator (Script&Mod)

Joined: 20 Nov 2005 Posts: 13615 on topic

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Posted: Tue, 10. Nov 15, 17:25 Post subject: |
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pref wrote: |
Do you know how to decide how many of the remove lines are needed? |
as many as the command you want to remove is in the related file.. a search with NPP through the whole MD folder should give the exact count for all files
pref wrote: |
This will not keep the delay without audio right? |
this removes the command to play any audio so there shouldnt be any delay
pref wrote: |
Which cat file(s) i need to unpack to see the originals? |
not sure, i usually have all of them unpacked in a single folder so i dont have to worry about that..but its the same as with previous games: latest file is in the cat/dat with the highest number
if you want to extract them all here a handy batch file:
Code: |
mkdir "..\X Rebirth\XR_extracted"
XRcatTool.exe -in "..\X Rebirth\01.cat" "..\X Rebirth\02.cat" "..\X Rebirth\03.cat" "..\X Rebirth\04.cat" "..\X Rebirth\05.cat" "..\X Rebirth\06.cat" "..\X Rebirth\07.cat" "..\X Rebirth\08.cat" "..\X Rebirth\09.cat" "..\X Rebirth\10.cat" -out "..\X Rebirth\XR_extracted"
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place it in the same folder as the XRcatTool.exe and execute it - after about 15 minutes you will find a folder containing all extracted files in their current Version 
_________________ if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help  |
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Sparky Sparkycorp Moderator (English)

Joined: 30 Mar 2004 Posts: 6716 on topic Location: UK

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Posted: Tue, 10. Nov 15, 18:05 Post subject: |
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Ezarkal wrote: |
Ohhh, I second the motion!
I just can't figure some speech can't be skipped. It's infuriating. We should make this an official request for devs. After 300h of gameplay, you'd think they would have figured the player would be bored hearing: "Are you sure you want this model? Once we start building this ship, we have to complete it."
G-dammit! I just asked you to build it, shut it and get going!  |
Although much speech cannot be skipped in vanilla, there are a few ways it can be minimised. There's a list on the Wiki we can add to if other tips are known:
https://www.egosoft.com:8444/confluence/display/XRWIKI/Quality+of+life+tips
_________________ X:R mod list. X:R Wiki.
Updated TC/AP Bonus Pack. AP TS efficiency.
Last edited by Sparky Sparkycorp on Tue, 10. Nov 15, 18:20; edited 1 time in total |
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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Tue, 10. Nov 15, 18:15 Post subject: |
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Sorry for the late edits, i repeat it maybe someone can confirm/give an idea:
Do i just need to remove all <add_npc_line /> from under every cue/action?
Perhaps any way to keep up subtitles for a few secs even without audio?
This would mean it can act as a proper mod, does not hide vital info from the player (not sure how easy it would be to follow the game without any speech).
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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Tue, 10. Nov 15, 20:09 Post subject: |
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Anyway it seems strange, control is not blocked but the audio still plays in the background. Isnt that the same thing your mod did, UniTrader?
For ex. i added md/AssignToCommander.xml as
Code: |
<?xml version="1.0" encoding="UTF-8"?>
<diff>
<remove sel="(//add_npc_line)" /> {14 times as there are 14 occurrances}
</diff>
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Also tried it without brackets too, like: '..sel="//add_npc_line"..'
same result. Is there a way to check how the result xml looks like after the diffs are applied?
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Ezarkal
Joined: 22 Apr 2015
Location: On the bridge
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Posted: Tue, 10. Nov 15, 20:28 Post subject: |
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Just preventing control lock would already be a good improvement.
Thank you for looking into this. Let us know if a mod comes out of it.
_________________ "I'm not saying let's go kill all the stupid people...
I'm saying let's remove all the warning labels and let the problem solve itself out." |
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UniTrader Moderator (Script&Mod)

Joined: 20 Nov 2005 Posts: 13615 on topic

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Posted: Wed, 11. Nov 15, 00:46 Post subject: |
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pref wrote: |
Anyway it seems strange, control is not blocked but the audio still plays in the background. Isnt that the same thing your mod did, UniTrader?
For ex. i added md/AssignToCommander.xml as
Code: |
<?xml version="1.0" encoding="UTF-8"?>
<diff>
<remove sel="(//add_npc_line)" /> {14 times as there are 14 occurrances}
</diff>
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Also tried it without brackets too, like: '..sel="//add_npc_line"..'
same result. Is there a way to check how the result xml looks like after the diffs are applied? |
oops, sorry, made a mistake.. it should be
<remove sel="(//add_npc_line)[1]" />
and there is a tool somewhere in the internet which applies the diff files to xmls but i forgot where i found it.. if you use linux you may find it in a package which is named xml-patch(-tools) or xml-diff(-tools) or something like this, for windows i havent found a pre-compiled version yet (although i have one somewhere on my disk i think, but no idea where exactly)
and if you want subtitles with no voice the aforementoined method of an empty audio file might work - the method i suggested removes the speech completely.. for this you have to pack multiple copies of the file in a subst_01.cat/dat with the same name and path as the Voice Files you want to mute (but the delay might stay to display the subtitles, not sure because not tested so far)
_________________ if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help  |
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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Wed, 11. Nov 15, 02:00 Post subject: |
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Million thanks Uni!
Yeah, had to keep the order# - and reverse it ofc.. <3 xquery, i can generate the mod with it
I spent hours searching for a diffpatch tool, only found linux ones... i wanted a VM anyway, at least i have one now.
Its done more or less, if you don't mind i keep some of the dialogs your way (voiced with delay, but control kept with player). I thought mission related chatter would be better this way. I also kept the computer messages (no room for passenger etc).
Let me know if i should remove anything.
@Ezarkal: Seems to work, try it if you have the time - not sure i did not remove any text that should have stayed or the other way around.
Due to the annoyance factor i might have overreacted.
So far it seems ok without speech, usually its obvious whats going on without it anyway.
For ex you dont get any feedback if hiring an NPC who cannot be hired (manager of the station in question for ex). In this case the comm just ends - as no other outcomes have the same result during the conversation i think it's ok (more or less). Subtitles without delay would be nice in some cases, not sure if its worth the effort yet though.
Tried to upload to steam workshop, but did not work out - steam cant connect to itself. Hope dropbox will do...
SilenceYouAll
Edit: OK, steam did finish the upload, should work via workshop.
Did a quick update to add more betty (scanner modes) and marine banter.. left smalltalk for now, not sure if i should kill those lines as well.. probably yes
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strude
Joined: 03 Aug 2005 Posts: 1436 on topic Location: Adelaide, Australia

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Posted: Wed, 11. Nov 15, 10:37 Post subject: |
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Hey pref.
I've done some work on this. Swing between releasing what I've done, and realising there are so many more thing that I can't be bothered removing.
Here's a link to my files
Google Drive Link
Hopefully you can access that OK. Don't know how that compares to what you have already done, but feel free to take whatever I've already done for your mod. I've added lots of comments so you should be able to figure out what I'm removing at each point. It's mostly just something I was playing with for myself, so missions are really only the missions I generally do while playing.
If you have any questions, don't hesitate to ask or PM if you prefer.
_________________ Gaming PC: Gigabyte H77M-D3H | i7 3770 | 8Gb 1600 DDR3 | Gigabyte RadeonHD 7870 OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD |
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pref
 
Joined: 10 Nov 2012 Posts: 3408 on topic

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Posted: Wed, 11. Nov 15, 15:11 Post subject: |
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Thanks strude!
You need to grant some permission i guess - cant access it from the link.
What did you change? Or if it should all be obvious from comments, ill just wait until you can share it.
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