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Everything posted by Solarverse
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[Request] Universal Add/Remove Mods App
Solarverse replied to WanderingAries's topic in Tools, Utilities & Downloads
It's VERY time consuming already to make these mods. I have dumped hours upon hours making mods rather than playing the game. I do it some for myself, others for the community, others by request from specific players. As long as the paths are in the form of folders with direction on what to name them and a proper path, I don't mind taking a bit of extra time. I'm sure all you would need is the whole directory included in the zip file rather than just the mods themselves. So instead of the mods being in the zip file, the folders would be created and would look something like this, Data\Sound\Ogg\Powers\*Mods* and if any other mods required a different path, it would get a slightly different destination folder within the Data folder. Then that would be zipped up and your program could distribute them where they go. You could also set something up to where mod creators can just send the zip files to a database that you may have, and you could incorporate them into the program that handles the mods. They could remain here for players who are comfortable with manually placing the mods (It's honestly extremely easy, but I understand if some players don't want to risk it) or players could go to your web site and allow your Mod Organizer to do it for them. Either way, just let us know what you need, man. I'll work with ya. -
Heya folks! New mod up and ready for grabs! By request, we now have a Transformers SFX Mod ready for your enjoyment! Really hope you folks like this one! Enjoy! Preview and link to mod below. Enjoy!
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Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Not bad at all! Glad it worked out for you! And welcome to the SFX Modding club! 😄 -
Electrical Affinity "seizure" animations on allies
Solarverse replied to Keen's topic in Suggestions & Feedback
I never have an issue with somebody requesting options. The problem with players these days is that they feel entitled and they demand change...and they are so often aggressive about these requests, they push the Devs in to basically saying F'it and they outright nerf it all together. The PB sound effects for a small example, or the AoE Healing SFX that was nerfed on live, or the Ice Armor (Tanks) that was changed from a brilliant solid ice look to the nerfed down version we have today. There have been endless visual or sound effects nerfs that has taken place in this game because there is always somebody who takes issue with them. It's like we can't have anything nice because somebody always takes an issue with the animations, the SFX, or the visual effects...and in Lightning Affinity's case, all the above. So when somebody comes to the boards and asks for an option instead of an outright change, they don't get anywhere near the resistance from me where the opposite would be true otherwise. I support the change idea, especially since it has been asked to be an option rather than a "forced upon everyone, like it or not" change. -
Electrical Affinity "seizure" animations on allies
Solarverse replied to Keen's topic in Suggestions & Feedback
To play Devil's advocate, if we nerfed everything somebody had an issue with, we wouldn't have much of a game left. 😄 -
Psionic Blade has the highest Burst Damage. Just wanted to add that in there.
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Electrical Affinity "seizure" animations on allies
Solarverse replied to Keen's topic in Suggestions & Feedback
Cool cool. -
Electrical Affinity "seizure" animations on allies
Solarverse replied to Keen's topic in Suggestions & Feedback
I just have one more thing to add. Do people have seizures while standing up? I have personally only ever seen people collapse to the floor during a seizure. It never really struck me as being a seizure animation. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Personally, I think the best way to do it is your way, nobody will be pickier than yourself. Following other people's way just lands you with that mis-matched stuff, heh. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Actually no, I didn't even think about that. I wish I had, that might have been the easier way to do it. But nope, I overlayed the two sound files and played them super slowly and lined them up that way, then removed the original sound file. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
It's server side. It uses the same file as the snipe for all the other classes...in which that file uses a server side file. Has something to do with how quick snipe works. Trust me, I looked high and low for that file. All I could change was the charging up sfx for snipe. Not sure if Sentinels get that or not, since technically their version is not a snipe. -
Remove Criticals for Stalkers and VEATs
Solarverse replied to Vanden's topic in Suggestions & Feedback
I read the title and thought that you literally meant removing the ability to crit from Stalkers and VEATs...I was like, "Vanden, really? I'm about to pick up Jack Emmert and sling him all over you, man!" Then I realized you only meant the pop up! 😄 -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
If you have trouble, let me know and I'll make a demonstration video for ya. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
It's not easy, but can be done. If you have tried my SFX mod for Dual Pistols, you'll see they are spot on. Thankfully there is a program out there that you can slow the SFX way down and adjust them manually. There is a program called Vegas Movie Studio. You can place the sound there for the original Dual Wield, and then place your new sound directly under it. You can slow the SFX way down and manually move the sounds around until they line up. You have to have a sharp ear though for this. Once you finish lining them up, you can remove the original sound bite, record your new sound bite and name it the exact same name as the original. Once you do this, you place it in your CoH folder and give it a test drive. Volume is often an issue, so you will likely be adjusting the volume several times to get it right. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
I went ahead and added that warning label to each and every mod, just in case anyone skips the first post as an extra precaution. Thanks again for the help! -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
Indeed. I do wish the game played them back at the same volume they go in, but they have something going on server side that cuts back the volume considerably. Higher pitched sounds do not seem to be an issue though, so it's a bit of a challenge to get the volume just right. I thank you for bringing it to my attention though, especially since I never play female characters, I would have been oblivious otherwise. Thanks for the help, @Redlynne -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
I did not create the mods for playback, and since this is my first experience at trying to create mods for the community, I did not think anyone would be trying to play back a sound that was intended strictly for the game to use. I am in the process of working with the Devs on trying to get permissions to create a video (without game footage) of the actual sounds in game, this way players can know what they are getting before they DL the zip file. So steps are being taken, however, as said before, those files were never created for playback. They were strictly created for the game to use and directly go in to the CoH Folder. In my inexperience, it never occurred to me that somebody might actually attempt to play those sounds back manually. I feel bad and I apologize that you were the unfortunate one to teach me this lesson, but at least now I have a Warning up to prevent anyone else from making the same mistake. The difference is, those files are not modded files. They are files pulled directly out of the game, not files added for the game to use. I had noticed that change when it happened. Which is why my version for the Atlas Park Plaza has that same change in the last note as what the original Atlas Plaza theme had. Good ear. 😉 What I have noticed, is that lower pitch SFX get drowned out by the higher pitch ones. For example, Lightning Attacks. In order to add the thunder to Lightning Attacks and not have them drowned out by the pitch of the Lightning Attacks, I had to increase the volume of the Thunder that was added to those files. This Roar from both the Panther and Lion were no different. The reason the Panther was so overpowering in game was because I made the mistake of using another player and listening to her taunt. Which sounded fine from my character's perspective. I was a bit surprised to hear the difference once I created a female character and heard the SFX Mod from point blank perspective. I'm sure this experience has left a bad taste in your mouth, but I do appreciate you bringing it to my attention so that I could not only fix the mod, but also in addition to that, include a Warning to come with these mods so that this mistake will not happen again. Very appreciated. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
File has been adjusted. Pull out your current FemTaunt10.ogg file and replace it with the new one and see if that's better. I have only been able to test it solo, which it is fine solo....but due to the pitch of the Panther Roar, I have a strong feeling it will be hard to hear on teams. Would you care to give me some feedback in a team situation? -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
The game plays back at a different volume than what your PC plays the same file. NEVER play files back on your PC (In fact, I am adding this warning to the first post) without first turning your sound down. This has a lot to do with the game's internal volume control. If you add a file for the game to play, it will always play the sound so low you can barely hear it. So you have to adjust the volume until the game plays the volume back at a reasonable volume...and there is a fine line there. A very fine line. Because if the volume is not high enough, the other sounds of the game (especially on a team) can easily drown out the volume of your SFX mod. It's frustrating on the creation side to get the sound just right so that the game plays it back at the optimized volume. I can give you a sound bite that has a decent volume on your PC when played through Winamp, and when you attempt to place that same sound bite in your CoH folder, you will barely be able to hear it at all. It's quite frustrating. So yes, for the sake of your speakers, NEVER play the sound back on your Winamp or any other playback device without first turning down your volume. -
Solarverse's SFX Consolidated List of Mods
Solarverse replied to Solarverse's topic in Tools, Utilities & Downloads
I'll take a look. I tested it, but tested it using another player since I dont have a female tank. I will get one PLed real quick, grab taunt and configure the sound. -
You don't know the furniture? Huh? lol
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How dare you run TF's without me while I'm at work! HOW DARE YOU!!! 😄
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As somebody who has created a few SFX mods, let me say that "turning them down" can be insanely tricky. There is an extremely fine line between the volume being too high and not high enough. The reason behind this is because of the many different pitches in the other power sets. The higher the pitch, the more it can drown out sound of other powers that use a pitch that uses more bass. Also, couple this with several different players casting powers all at once, if the sound isn't high enough (sometimes too loud) then it will be drowned out by the other sound effects. It's an extremely difficult task. Most of the time the volume is loud because if it were not loud, they would be drowned out to a level that you simply wouldn't hear it at all. However, this is a higher pitched tone with Elec, so it may just be that they are a bit too loud. This issue I speak of more pertains to the lower frequency sounds than the high pitched tones.
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This is a Mod that gives your Kinetic Melee the Sound Effects of Soul Magic! This mod is good for two things: Role Players who role play as a Melee Mage should love this for their Mage themed characters. It sounds a bit on the dark side, but can work for both dark magic and light magic alike. The second it is good for: It is for sure different and may spice the set up for anyone who would just like to try something a bit flashier. Hope you enjoy!