// Management · RimWorld Mod

RimVoice Framework

RimVoice Framework mod preview for RimWorld

This mod is a framework - that enables you to give voice to your colonists, RPG style!

This mod is a framework

- that enables you to give voice to your colonists, RPG style!

Pawns react to what happens to them and around them - when you select them, order them to move or attack, when they take a hit, go down, snap mentally, or have a moment at a party. Each race can have its own voice bank, with separate male and female lines. Included in this modpack are voices for baseliners, male and female. Child support? Not at the moment, so I've disabled voices for pawns not in adulthood. Combat extended? Propably, but I've not looked into it. -- FOR PLAYERS -- Install this mod and any voice pack that uses it. In Mod Settings, you can adjust voice and combat volume separately, toggle voice on or off per xenotype, and assign any installed voice pack to any race. -- FOR MODDERS --
  • Add a VoicePackDef to your mod.
  • Define a sound prefix (Copy paste what I have done and rename and relocate)
  • Create a signature gene that identifies the race. The framework handles the rest - event detection, cooldowns etc.
Sound naming convention: {YourPrefix}_Male_{Event} {YourPrefix}_Female_{Event} Supported events:
  • Select
  • Pissed (this is where humor ogg or wav files go)
  • Order (forced work)
  • MoveDrafted
  • AttackDrafted,
  • Wound
  • WoundCrit
  • MeleeHit
  • Downed
  • Flirt
  • Party
  • MentalBreak
No C# required. Drop in your SoundDefs and a VoicePackDef and you are done. Rimworld supports .wav and .ogg so use those. To reduce loading speeds, try keeping voices to 16-32 kbps For optimal experience, use as little trailing space in the sound files. Requires HugsLib, Harmony and biotech. Disclaimer and credit: I get no money value out of this and recieve no contributions in any shape or form. Thank you

Blizzard

for your amazing game that shaped many good years of my life. This is a tribute to you.