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LCPDFR Cop models don't match voices (Custom textures/models)


Sonny236
Go to solution Solved by LtKeller,

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I'm having an unresolvable issue related to this topic: '?do=embed' frameborder='0' data-embedContent>> (It's old but he's having the same problem, I just have different textures/models)

 

For my police, the black and white cop, when wearing the Kevlar Vest body, have the incorrect voices. For example, Black head with Kevlar Vest will voice the Texan state police, the ones from alderney. And vice the hispanic male head + Kevlar vest will voice the black cop, It's really weird and I'm not sure how to fix it.

 

the other topic hasn't had any replies either, If anyone can assist that would be nice. I might be able to find what model pack I downloaded, but I would like to use this bodygroup. For now it's okay but getting it fixed would be nice.

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LCPDFR uses the native voices of each ped, so your problem most likely has to do with the coorespondence of each voice to each ped.  You can change the native voices in <<PEDS.IDE>>

 

So anything specific? Not really sure what i'm doing and I wouldn't want to mess anything up, but i'll take a look through the file.

 

I just need the heads to match the right voice, It's only mismatched when I change their body-piece, It seems to only happen with the kevlar vest that says "POLICE" on it, everything else matches up.

 

Turns out a couple other models do this as well, usually when forcing duty or certain parts don't match up.

 

Thanks.

Edited by Sonny236
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  • Solution

Inside <<pedVariations.ide>>, there is the following text:

#model 		no. of variations we are setting values for
M_Y_COP,		10
#slot		geometry	BULK	JOB	SUNNY	WET	MAT1	RES1A	RES1B	RES2A	RES2B		AUDIO ID
feet,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		1
head,		2,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		10
head,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		6
head,		1,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		6
uppr,		1,		0,	1,	0,	0,	0,	2,	1,	100,	1,		3
uppr,		0,		0,	1,	0,	0,	0,	2,	1,	100,	1,		1
lowr,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		1
suse,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		1
p_head,		0,		1,	1,	1,	0,	0,	-1,	-1,	-1,	-1,		0
p_head,		1,		1,	1,	0,	1,	0,	-1,	-1,	-1,	-1,		0
end

Each value inside each column corresponds to a varation of a body part.  An example body part would be <<head_002_r>>.  In the case of voices, each numerical value cooresponds with a file (<<M_Y_COP_BLACK>>,<<M_Y_COP_HISPANIC>>,etc. by default) defined in the bottom of <<peds.ide>>.

M_Y_Cop,			M_Y_COP_BLACK,				0
M_Y_Cop,			M_Y_COP_HISPANIC,			1
M_Y_Cop,			M_Y_COP_WHITE,				2

The actual files themselves are stored inside <<GTAIVpcaudioSfxspeech.rtf>>. You van try changing the values of the numbers to match the voices, or modfy the voices directly using OpenIV to replace each file.  I reccomend trying to change the numerical values in <<pedvariations.ide>> as it is the simplest and would work better with the game.

I hope this helped!

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Inside <<pedVariations.ide>>, there is the following text:

#model 		no. of variations we are setting values for
M_Y_COP,		10
#slot		geometry	BULK	JOB	SUNNY	WET	MAT1	RES1A	RES1B	RES2A	RES2B		AUDIO ID
feet,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		1
head,		2,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		10
head,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		6
head,		1,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		6
uppr,		1,		0,	1,	0,	0,	0,	2,	1,	100,	1,		3
uppr,		0,		0,	1,	0,	0,	0,	2,	1,	100,	1,		1
lowr,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		1
suse,		0,		0,	1,	0,	0,	0,	-1,	-1,	-1,	-1,		1
p_head,		0,		1,	1,	1,	0,	0,	-1,	-1,	-1,	-1,		0
p_head,		1,		1,	1,	0,	1,	0,	-1,	-1,	-1,	-1,		0
end

Each value inside each column corresponds to a varation of a body part.  An example body part would be <<head_002_r>>.  In the case of voices, each numerical value cooresponds with a file (<<M_Y_COP_BLACK>>,<<M_Y_COP_HISPANIC>>,etc. by default) defined in the bottom of <<peds.ide>>.

M_Y_Cop,			M_Y_COP_BLACK,				0
M_Y_Cop,			M_Y_COP_HISPANIC,			1
M_Y_Cop,			M_Y_COP_WHITE,				2

The actual files themselves are stored inside <<GTAIVpcaudioSfxspeech.rtf>>. You van try changing the values of the numbers to match the voices, or modfy the voices directly using OpenIV to replace each file.  I reccomend trying to change the numerical values in <<pedvariations.ide>> as it is the simplest and would work better with the game.

I hope this helped!

 

Seems a little too confusing. Not the way you explained it, but the idea of changing the values in genreal, i would have to look into it extensively, and for such a small problem It's probably not worth it, but thanks a bunch! If It becomes too big of a problem i'll refer to this and see what I can do.

 

Solved. 

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