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  • Great work once again, great to see how the concept is developing, being able to choose your own model input is a very nice inclusion regardless if its technically an Omni-Man ped or not, well done!

    Slightly off-topic, but I had a thought, as you have cracked the code on injecting audio as a reaction to gamestate and such, are you potentially the person to one day look into a reactive music mod where we can add our own soundtrack files? Dynamically changing with a short crossfade for various situations, example might be: idle/general states, combat states, music when in a vehicle, and perhaps music in a vehicle after a collision to imply switching to a high octane music choice until exiting vehicle. The ability for users to add their own tracks would be the ultimate goal or something like replacing temp "track1.wav, track2.wav" files in a folder structure perhaps. Just a thought, its just very exciting to see someone after a decade get in to the nuts and bolts of reactive audio implementation :)

    2 giorni fa
  • @WillisMods No worries at all! And yes, with my suggestion, I was thinking more or less it could be generic enough to just suit a male or female ped and not be tied exclusively to a particular character or model beyond a male or female character profile. And, like this wonderful Homelander mod, its not tied to a specific model to work, it just would work regardless of selected model.

    Keep up the great work and I look forward to seeing what you come up with down the line! :)

    7 giorni fa
  • Commento fissato

    @WillisMods This is really well done, I feel it's the first of its kind that I've seen in terms of a dynamic voice mod. Fantastic implementation.

    I had an idea for something similar but could never figure out the implementation, and that would be to mainly incorporate "breaths and efforts" and just general non-verbal reactivity to make Addon Peds feel just that little bit more a part of the world. One general set for a male ped, and one for a female ped. So that would be for example grunts and non-specific yells during melee combat, slight groan when wet either from rain or in other bodies of water, hum or whistle absently when idle, reactive sounds to being run over or otherwise hit by melee or gunfire, that sort of thing. Not quite LEGO mumbles, not thinking comical, but that kind of wordless reactivity. I'd love to see something like that implemented, but only if that interests you and you had time.

    All the best to you!

    8 giorni fa
  • @WolfFire23309 thank you so much, I'll message you there. I tinkered with the xml myself but now my guy both throws the mighty punch and shuffles back at speed at the same time, so I must have done something wrong there, haha. Reverted to your original ycd and will DM you on discord when I get a chance, thanks again :)

    02 giugno 2026
  • This is fantastic @WolfFire23309 and I love that it's not too wildly different from the vanilla style, and also the lightweight install. One thing, I do feel I miss is the running attack option (now away evade), is that something I can restore easy enough by removing a particular file from the mod pack while keeping everything else you've created?

    01 giugno 2026
  • @itsyaboi0008 That did the trick! I didn't know where to look for its volume control but you are right it is literally in the same file you modified for this mod so that was fantastic to discover after all this time. For me the loading music 'volume' was set to -100 on line "1125" which indeed controls the intro menu music. I cranked it to 1500 and now finally it is at a perfect level. Thanks for pointing me in the right direction, cheers.

    05 febbraio 2026
  • @itsyaboi0008 Really cool mod, adds a nice subtle bit of immersion that is always welcome! Thanks :)

    Also, complete side note but might be in your wheelhouse to help me; do you know if it's possible to increase the volume of the loading music "td_loading_music.awc" in the "PROLOGUE.rpf"? I have my own custom music in there, but even cranked, it seems that track is destined to play pretty softly no matter what. I wonder if this is something you might be able to help me with or advise?

    03 febbraio 2026
  • This is a fantastic mod, thank you so much! I would love perhaps two more screens with their own bespoke video targets if that were an option to implement for extra variety down the line, nevertheless it is flawless in its current form. Thanks again!

    06 settembre 2025
  • Hi @y120x no worries, hopefully I can help.

    1. Choose either "Version 1" or "Version 2" awc files from the folders provided. Replace/overwrite the "viseris.awc" and "viseris_npc.awc" from the file path below with these new awc files - perhaps make backups of original files just in case of mistakes.

    Viseris.awc engine sound location:
    Grand Theft Auto V\Mods\update\x64\dlcpacks\mpchristmas2017\dlc.rpf\x64\audio\sfx\dlc_christmas2017\

    2. Next step is to make the Batmobile choose the newly modded "viseris" engine sound which is dictated by a command in the vehicles.meta. You can replace the Batmob's vehicles.meta with the one provided to change this.

    Location of that file is:
    Grand Theft Auto V\Mods\update\x64\dlcpacks\thebatmob\dlc.rpf\data.

    Alternatively, if you wanted to change vehicles.meta manually with an xml editor the line you want to change is the vehicles audiohash, where it says "MONSTER" change that to "VISERIS". But easiest option is to just replace the whole file with the one provided. Hope that helps, all the best.

    @MTN4456 Hey mate, I've sent through a little update with some subtle modifications on this for you plus some simplified instructions and things that I reckon might help folks with the install. Info in the chat function when you get chance :)

    02 maggio 2022
  • @MTN4456 No worries at all, I've sent a couple bits and pieces through the chat function here, but let me know if any trouble accessing :)

    25 aprile 2022