The audio effects in BGS are something I really like.. the atmosphere they help create is a big plus in the immersion stakes, IMO.
But there was one thing that just never seemed right. Whilst you can hear plenty of female voices when docked, the comms chatter in the Station Aegis is very testosterone-heavy.
Where were all the female commanders? The female traffic controllers?
It bugged me for a long time, but yesterday I finally located yet another round tuit (I've found a few of those, lately!) and did something about it..
Locating suitable free audio samples wasn't hard (once you know the secret of how the chatter was originally sourced and created, anyway), so I got hold of a bunch of audio and extracted some suitable clips. I winnowed this collection of some 50 clips down to choose the best 16 samples, to match the 16 male clips in BGS, and cleaned up the clicks and pops in the audio. Like the male voices, there's a similar mix of short, medium and long clips, so it balances out quite nicely.
Then came the matter of adding them to BGS. There are two relevant files that need tweaking:
Config/customsounds.plist
and
Scripts/BGS-M.js
In
customsounds.plist
, we need to add 16 extra lines immediately after line #107, to reference the additional sound files:
Code: Select all
"[bgs_fxChatterG]" = "bgs-m_ambi_chatter10.ogg";
"[bgs_fxChatterH]" = "bgs-m_ambi_chatter11.ogg";
"[bgs_fxChatterI]" = "bgs-m_ambi_chatter12.ogg";
"[bgs_fxChatterJ]" = "bgs-m_ambi_chatter13.ogg";
"[bgs_fxChatterK]" = "bgs-m_ambi_chatter14.ogg";
"[bgs_fxChatterL]" = "bgs-m_ambi_chatter15.ogg";
"[bgs_fxChatterM]" = "bgs-m_ambi_chatter16.ogg";
"[bgs_fxChatterN]" = "bgs-m_ambi_chatter17.ogg";
"[bgs_fxChatterO]" = "bgs-m_ambi_chatter18.ogg";
"[bgs_fxChatterP]" = "bgs-m_ambi_chatter19.ogg";
"[bgs_fxChatterQ]" = "bgs-m_ambi_chatter1A.ogg";
"[bgs_fxChatterR]" = "bgs-m_ambi_chatter1B.ogg";
"[bgs_fxChatterS]" = "bgs-m_ambi_chatter1C.ogg";
"[bgs_fxChatterT]" = "bgs-m_ambi_chatter1D.ogg";
"[bgs_fxChatterU]" = "bgs-m_ambi_chatter1E.ogg";
"[bgs_fxChatterV]" = "bgs-m_ambi_chatter1F.ogg";
In BGS-M.js, we need to reference those same files again, in lines #50-51, extending them out to lines #52-53 as well:
Code: Select all
this.chatterPool = ["[bgs_fxChatter0]","[bgs_fxChatter1]","[bgs_fxChatter2]","[bgs_fxChatter3]","[bgs_fxChatter4]","[bgs_fxChatter5]","[bgs_fxChatter6]","[bgs_fxChatter7]",
"[bgs_fxChatter8]","[bgs_fxChatter9]","[bgs_fxChatterA]","[bgs_fxChatterB]","[bgs_fxChatterC]","[bgs_fxChatterD]","[bgs_fxChatterE]","[bgs_fxChatterF]","[bgs_fxChatterG]",
"[bgs_fxChatterH]","[bgs_fxChatterI]","[bgs_fxChatterJ]","[bgs_fxChatterK]","[bgs_fxChatterL]","[bgs_fxChatterM]","[bgs_fxChatterN]","[bgs_fxChatterO]","[bgs_fxChatterP]",
"[bgs_fxChatterQ]","[bgs_fxChatterR]","[bgs_fxChatterS]","[bgs_fxChatterT]","[bgs_fxChatterU]","[bgs_fxChatterV]"];
The end result can be used as an OXP, or, if you know how (again, not hard) re-bundled into an OXZ.
I've been testing it out since yesterday, and it makes a considerable difference in-game. Not only does it feel more realistic, but the chatter is now less repetitious, and the interactions that ensue can be quite entertaining, at times. I do recommend, though, that you use OXPConfig to set chatter to use longer pauses.
I've bundled up the audio and files into a patch, which can simply be copied into your BGS expansion pack. You will be asked if you wish to merge the
Sounds
folders, and if you wish to replace
Config/customsounds.plist
and
Scripts/BGS-M.js
. Just answer <Yes/Ok> to all.
It can be downloaded here:
BGS - Female Commanders and Controllers.zip
(Note: this patch is for BGS 1.9 - not guaranteed to work with earlier versions, unless you tweak the above files yourself)