_progenitor

u/_progenitor


r/xdev•

Hello everyone

So I've seen a lot of people asking how to create voice packs and currently the Steam Workshop only has a couple of entries, so it looks like very few people understand the process of creating a voice pack in XCOM 2 (myself included). So I figured it might be a handy resource to pool our knowledge and create a step-by-step guide here for people to follow, as the official documentation on the process is pretty limited.

What I have managed so far (please correct me if wrong):

  • Start by creating your desired audio files in 16 bit WAV format
  • Once you have your audio files, enter the XCOM 2 Editor and click 'Import'. It is important to tick the "Auto Create Cue" box when doin
55

r/Xcom•

Hi everyone

I have played around with the XCOM 2 SDK for a little while now and have read the documentation but I'm still a little unclear on how to precisely create a Custom Voice Pack.

The main documentation I have been looking at is 'XCOM2 SDK QuickStart.pdf' and 'XCOM2Mods_Audio.pdf' (focusing on section 4.2 Unit Voices).

I'm new to the Unreal Editor and the documentation is pretty brief regarding Voice Packs. So if anyone is able to provide some guidance that would be greatly appreciated

Thanks

42

r/gaming•

This came to me last night when I should have been sleeping. Just my proposition for what might be a more fulfilling ME3 ending:

The story is exactly the same up to where shep discovers what the catalyst is on the Cerberus base.

The Normandy and the galactic fleet then uses a mass relay to get to the Citadel (which has not teleported to the Sol system) where it is surrounded by reapers and the Citadel's arms are starting to close. This is the first moment that the player's EMS has an influence on the game; the Normandy needs the cover from a portion of the fleet to escort it safely to the Citadel (while the rest of the fleet hangs back and defends the Crucible). The player's EMS affects

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