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Vocal Script Master

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Below is an updated list of all the barks existing in current scripts. This should be used as a base for any new scripts.


Syntax is:


Line Title: ["sound def name"]

Actor direction


filename, "example line" x suggested # of lines


Total Lines: approx 270 (including grunts and coughs)



Sound files should be in .wav format, mono, 44100 project rate,


Tone and Attitude

Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "Roger that" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.


AI Characters

In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking.



AI STATES: Relaxed


Relaxed, Idle: ["snd_relaxed"]

You're relaxed and going about your regular business. You aren’t expecting any trouble. You’re talking to yourself, so lines should be muttered in a low tone of voice, and punctuated with sighs, pauses and mumbling.


idle01 "*sigh* A few more hours to go…." x10

Throat clearing/ coughs x3

Sighs x2 (you’ve had a long day)

Humming and/or whistling an idle tune x2

Sneeze x1


Relaxed, Armed: ["snd_relaxed"]

You're an armed character, probably a guard on patrol. You’re not expecting any trouble, but are ready to defend yourself if necessary. You are muttering to yourself about your shift or other combat-related concerns.


idle_guard01 "Hmm, I’ve got a bad feeling about this shift.” x3



Sleeping: ["snd_sleeping" ]

You're fast asleep and dreaming. A few snores, maybe a mumbled word or two.


sleeping01 x2


Reacting to World: ["snd_reaction" ] ["snd_state3"]

You are relaxed, and have just looked at something non-suspicious, like a book, or a playing card, or your reflection in a mirror. You make a grunt or comment, either pleased or not. Currently these lines are used primarily for AI playing cards—they make a comment after looking at their new card. They should be delivered without too much emotion.


reaction01 “Aww.” [annoyed] x4




These barks are meant to tell the player that the AI has seen or heard something.


Observant: ["snd_alert1" ] ["snd_notice_generic"]

You notice something subtle but aren’t sure what it is. Doesn't seem like anything serious. You are talking to yourself, so you should not be particularly loud and may trail off.


to_observant01 "Hm?" x4


Observe a Sound: ["snd_alert1h" ]

Same as above, only these lines refer specifically to a sound.


to_observant_heard01 "What’s that sound?" x2


Observe a Sight: ["snd_alert1s"]

Same as above, only these lines refer specifically to seeing something.


to_observant_saw01 "Did I see something?" x2


Notice Something: ["snd_alert3" ]


You notice something suspicious, and it caught your attention enough to warrant going over to check it out. You’re still not sure what it is, and you’re still mostly talking to yourself, but you're less casual now.


to_searching01 "What's that over there?" x4


Notice A Sound: ["snd_alert3h" ]

As above, you hear something loud enough to make you want to investigate.


to_searching_heard01 "What’s making that noise?" x2


Notice A Sight: ["snd_alert3s" ]

As above, you see a brief motion in the shadows. Better check it out just in case.


to_searching_saw01 "What's that in the shadows….? “ x2


Notice A Sound, with company: ["snd_alert3hc" ]

You're with friends and you hear something loud enough to make you want to investigate, even though it’s probably nothing serious.


searching_heard_company01 "Listen, did you hear that? Let’s check it out." x2


Notice A Sight, with company: ["snd_alert3sc" ]

You're with friends and you see a brief motion in the shadows. Probably nothing, but you should investigate.


searching_saw_company01 "Did you see something over there?" x2


Settling Down: ["snd_alertdown0" ]

You noticed something, but you haven’t found anything to worry about. It was probably nothing, and you’re going back to whatever you were doing. These lines are muttered to yourself.


alertdown_to_idle01 "Hmmm, nothing now...." x3


Settling Down after hearing something: ["snd_alertdown0h" ]

As above, but lines refer to hearing. Whatever it was is gone now. Go back to your business.


alertdown_to_idle_heard01 “Just some wind." x3


Settling Down after seeing something: ["snd_alertdown0s" ]

As above, but lines refer to seeing. You caught a glimpse of something moving, but it appears to be nothing. Moving on.


alertdown_to_idle_saw01 "Just shadows." x3


Settling Down after noticing something suspicious: ["snd_alertdown0sus"]

You saw something suspicious---an open door or a rope hanging down--and have searched the area. You can't find any intruder, but you're sure something is afoot. These lines are muttered to yourself.


alertdown_to_idle_suspicious01 "Well, I don't see anybody, but something's not right." x3


Alerted by Something: ["snd_alert4NoEvidence"]

You notice something that makes it clear that there's someone there, but you don't know exactly who they are. You don’t know for sure that there’s a threat, but you’re all business now, and your lines are directed to the mystery figure in the shadows.


to_agitated_searching_noevidence01 “Let’s not have any trouble…come on out so I can see you.” x4


Alerted by Intruder: ["snd_alert4" ]

You suddenly see or hear something that makes it clear there’s someone there, and you already have enough evidence to know that it’s an intruder. These lines are an aggressive challenge to the hiding enemy.


to_agitated_searching01 "Hey, who goes there? Show yourself!" x4


Idle, On Guard: ["snd_alert_idle" ]

You've seen an intruder or been told that there is one. You're on your regular patrol, but you’re no longer relaxed. You’ve got your weapon out, and you’re ready for trouble at a moment’s notice. You’re muttering to yourself.


alert_idle01 “I’m ready for him.” x3


AI STATES: Searching


Searching for Someone: ["snd_state4SeenNoEvidence" ]

You’ve seen or heard enough to know that there’s someone around here, hiding. It might not be a threat, but if they’re hiding, then they’re obviously up to no good. You’re looking around for them. These lines are stern and generally directed at the hiding figure.


searching_no_evidence01 "If you’re here, I’m going to find you." x6


Searching for Someone with company: ["snd_state4SeenNoEvidence_c" ]

As above, but you're with friends.


"We're going to find you, you know." x3


Give Orders to Friends ["snd_giveOrder"]

You're searching for someone when friends arrive. Give them something to do."


"Check over there." x2



Giving up after search: ["snd_alertdown0SeenNoEvidence" ]

You’re pretty sure you saw somebody, but you've searched around and can't find anyone. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are pretty annoyed. You’re talking to yourself.


alertdown_to_idle_no_evidence01 "Someone’s idea of a joke, I guess." x6


Agitated Searching: ["snd_state4SeenEvidence" ]

You know for sure there is an intruder around, and you’re looking for him. You’re deadly serious now. Your lines are directed at the intruder himself.


searching_evidence01 "You can't hide forever, rogue!" x6


Agitated Searching with company: ["snd_state4SeenEvidence_c" ]

As above, but you're with friends. Your lines are either directed at the intruder or suggestions for your comrades.


"I'll check over here!"

"You can't escape us!" x3



Agitated Searching, unarmed: ["snd_state4SeenEvidence" ]

You know for sure there is an intruder around, and you’re looking for him. You're unarmed though, so you’re not really sure you want to find him. You’re directing the lines at the intruder, and you should sound somewhat uncertain.


searching_evidence_civilian01 “Hey, I know someone is hiding here…what do you want?” x4


Giving up after Agitated Search: ["snd_alertdown0SeenEvidence" ]

You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down. These lines are primarily delivered in a frustrated tone of voice.


alertdown_to_idle_seen_evidence01 "Damn, he must have gotten away." x6


Giving up after Agitated Search, unarmed: ["snd_alertdown0SeenEvidence" ]

You know there’s an intruder around, and you looked for him and didn’t find anyone. You don’t have a weapon, so you are rather relieved that you don’t have to deal with an armed criminal.


alertdown_to_idle_seen_evidence_civilian01 “Phew, it looks like he’s gone.” x4


Joining a Search: ["snd_helpSearch"]

You find some friends already searching for an intruder. You join them.


"I'll help you look." x1


Ask for Help: ***** No Def Currently ****

You’re in trouble; you found a guard and are telling him to come with you.


“Follow me!” x1


Return with Help: ***** No Def Currently ****

You’re not equipped to fight, so you ran away from the intruder, got help, and came back. The intruder is still here, so you point him out.


gotten_help01 "See, just like I told you. Get him!" x1


Return too late with Help: ***** No Def Currently ****

You went and got help, but by the time you got back the intruder was gone. You’re flustered and upset.


gotten_help_gone01 "He was right here…look sharp, he’s probably hiding!" x1




Spotted the Intruder, armed: ["snd_to_combat"] ["snd_to_combat_monster"]

You have come face to face with the intruder. You are pulling out your weapon and getting ready to charge. These lines are shouted to the intruder.


to_combat01 "Surrender or die, villain!" x5


Spotted the Intruder, armed, with company: ["snd_to_combat_company"] ["snd_to_combat_company_monster"]

You have spotted the intruder and are getting ready to charge. Luckily, you have some friends with you.


to_combat_company01 "Look there! A Thief!" x2


Spotted the Intruder with a body, armed: ["snd_spotted_player_with_body" ]

You see the intruder, and he’s carrying a body! The fiend!


spotted_player_with_body01 "Put that body down and surrender!" x1


Spotted the Intruder, unarmed: ["snd_to_flee" ]

You have spotted the intruder. Oh no! He’s got a whole bunch of weapons, and you don’t have any! You are panicking and getting ready to run, and are yelling for help.


to_flee_civilian01 "Help, there's an intruder!" x3


Lost Player after Pursuit: ["snd_lostTrackOfEnemy" ]

You are chasing the intruder when suddenly he disappears. How did that happen? He can’t be far.


lost_track_of_enemy01 “Hey! Now where did you go?” x3


Hit by Arrow: ["snd_taking_fire" ]

You’ve been hit by an arrow from an unseen foe. You’re hurt and angry. You might be calling out for help or shouting at your attacker.


hit_by_arrow01 “Come into the open and try that again you bastard!” x2


Running Away: ["snd_flee" ]

You’re unarmed and are running away as fast as you can, but the intruder is coming after you! This is life or death, so you’re shouting in panic to anyone who can hear you.


flee01 "Help me!" x2


Running Away, hurt: ["snd_flee" ]

You’re armed and have been badly wounded by the intruder. You’re running away as fast as you can, yelling for help or begging for mercy.


flee_hurt01 “I surrender!" x3


Running Away, event: ["snd_to_flee_event" ]

You've seen something terrible, like a man killed right in front of you, and you're running away.


to_flee_event01 "I've got to get out of here!" x2


Coming to Assist: ["snd_assistFriend" ] (is this used?)

A friend of yours is in a fight and you are on your way to help them. You call out to let them know you're coming.


assist_friend01 "I'm here! I’ll go around this side!" x2


Fighting: ["snd_combat_melee"]

You're locked in deadly combat with an intruder. These lines are delivered as you swing your weapon, so should be quick and full of a sense of action.


combat_melee01 Generic combat grunts (“hiyah!”) x5


Fighting, winning: ["snd_combat_hit_player" ]

You are locked in combat with the intruder, and have just bashed him with your weapon. You take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on.


combat_hit_player01 "This’ll be over quick." x3


Fighting, winning, with company: ["snd_combat_hit_player_company" ]

As above, but you have friends in the fight.


combat_hit_player_company01 "Look, I got him!" x1


Fighting, losing: ["snd_combat_blocked_by_player"]

You are locked in combat with the intruder, and he has just hit or blocked you. You realize this might not be as easy as you thought. These lines should be short.


tdm_ai_pro_combat_blocked_by_player01 “So you CAN fight!” x3


Pain: ["snd_pain_small"] ["snd_pain_large"]

Something just hurt you. Ouch!


tdm_ai_pro_pain_small01-03 Small grunts (“ow!”) x3

tdm_ai_pro_pain_large01-03 Serious pain (“Aaaaiieee!”) x3


Throw Something at Intruder: ["combat_throw"]

The intruder is visible, but you can’t get to him. You're angry and throw something.


combat_throw01 "Take THAT!" x2


Shoot Arrow: ["combat_ranged"]

You're an archer, shooting arrows at the intruder.


combat_archer01 "Hold still…." x1


Frustrated: ["snd_cantReachTarget"] ["snd_cantReachTargetMonster"]

The intruder is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You don’t have anything to throw at the moment.


enemy_out_of_reach01 "You think you're safe there? Come here and fight me!" x2


Killed Intruder: ["snd_killed_enemy"] ["snd_killed_monster"]

You’ve won the fight. Taunt the intruder as he lays dying at your feet. Make sure at least one line can be used for non-human opponents.


killed_enemy01 “That was too easy.” x3


Die, Quiet: ["snd_knockout" ]

You didn’t see it coming, but someone just hit you from behind and took you down. Make a grunt, but as the name suggests, it's kind of quiet.


die_quiet_1 "UNH" x3


Die, Loud: ["snd_death" ]

You’ve just been killed in battle by an armed intruder. These lines should be start with a loud scream of pain, then sputter your dying words (if any).


die_loud01 "GAHHHHHHHHHHH" x3


Die, Drowning ["snd_death_liquid"]

You've drowned. Gurgle.


drown01 "gurgle" x1


Blinded: ["snd_blinded" ]

You have been blinded by a flash of light.


blinded01 "I can't see!" x1


Hit By the Player No Damage: ["snd_failed_knockout" ]

The player tried to blackjack you but failed. What an idiot.


failed_ko01 "Ow, Wha--? Was that your best shot?" x1


Gassed: ["snd_airGasp"]

You have been caught in knockout gas. Cough, sputter and pass out. This should be quick--a second or two at most (it's fast gas).


cough_noair01 "..cough cough" x1




You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier.


Find Something Suspicious: ["snd_foundSuspiciousItem" ]

You’ve noticed something unusual, like a rope hanging from a rafter, or a knocked over chair. You can’t immediately assume there’s an intruder, but you’re sure something is not right. You’re talking to yourself.


find_something_suspicious01 "Hmmm, that's not right." x4


Find a Weapon: ["snd_foundWeapon" ]

There is a weapon lying on the ground. People generally don’t leave their weapons around for no reason, so you’re suspicious.


find_weapon01 "There shouldn’t be a weapon here…" x2


Find a Door Open: ["snd_foundOpenDoor"]

There is a door open that shouldn't be. Maybe it doesn’t mean anything, but maybe it does.


notice_door01 "Who left this door open?" x2


Find Lights Off: ["snd_foundLightsOff" ]

The lights are off, and they shouldn't be. Strange. References should suit any type of light.


notice_lights01 "Who put out the light?" x3


Find Lights Out, Flame: ["snd_foundTorchOut" ]

You notice a torch or candle that should be lit has gone out. You're only mildly suspicious.


notice_lights_flame01 "The wind is always putting those out." x3


Relight light: ["snd_yesRelightTorch" ]

You’ve found a a light that is off, and you decide to relight it. Should not refer to type of light, as it could be electric or torch.


relighting01 "Guess I'll light it back up." x2


Refuse to relight light: ["snd_noRelightTorch"]

You’ve found a light that is off, but you have no intention of relighting it. Should not refer to type of light.


not_relighting01 "There should be a servant around relighting those." x2


Find Blood: ["snd_foundBlood"]

There is blood on the floor. There has obviously been a fight of some kind. This is serious. These lines are said to yourself.


notice_blood01 "Blood? Someone has been attacked.” x2


Find Body, generic: ["snd_foundUnconsciousMale"] ["snd_foundUnconsciousFemale"]

You find a body on the ground. There is no obvious sign of trauma, so you’re not sure what has happened. You're calling to your friends about your find. Some lines should be generic, without reference to gender.


notice_body_generic01 "Someone fetch a surgeon!" x2


notice_body_female01 "There's a woman hurt here!" x1


notice_body_male01 "There's a man on the ground here!" x1


Find Corpse: ["snd_foundDeadMale"] ["snd_foundDeadFemale"]

You find the body of someone who is obviously dead. You are shocked and/or angry and are yelling an alarm. Some lines should not refer to gender.


notice_corpse01 "Murder! Someone's been killed!" x2


notice_corpse_female01 "She's dead! Murder!" x1


notice_corpse_male01 "Murder! There's a man killed!" x1


Find Corpse, Comrade: ["snd_foundComradeBody"] *** is this team based? ***

You find a comrade of yours, murdered. You are outraged. You call out a warning to your allies, or a threat to the one who did this.


notice_corpse_friend01 "Someone's killed one of our men! [gritted teeth] They’ll pay for that when I find them." x1


Find Pocket Picked: ["snd_notice_pickpocket"] *** not currently used ***

You had something on your belt, and now it's gone! Did you drop it?


notice_pickpocket01 "Hey, where did that go?" x2


Find Something Stolen: ["snd_foundMissingItem"]

You’ve just noticed something significant missing that shouldn't be. You've obviously been robbed. While your first reaction might be quiet, the line should include a yell to your friends.


notice_theft01 "Gone? Hey! There's a thief on the premises!" x3


Raise the Alarm!: ["snd_raise_alarm"]

You know something is seriously wrong…perhaps you’ve found the lord murdered, or you’ve found the master safe open. You need to alert everyone within earshot.


raise_alarm01 “To arms, to arms! ” x2


Warning--Recently Found Corpse: ["snd_warnFoundCorpse"]

You recently found or heard about a body and are relaying the information to any friends you see. Don't take too long with these, as the AI could be walking past each other while delivering the line.


warn_found_corpse01 "Pass the word, there's a murderer on the loose!" x3


Warning—We’ve been Robbed: ["snd_warnMissingItem"]

You know you've been robbed and you're telling your buddy about it.


warn_missing_item01 "We've been robbed! Keep your eyes open for an intruder." x3


Warning--Recently Saw Intruder: ["snd_warnSawEnemy" ]

You saw or were warned about the intruder not too long ago, but he escaped. Now, you’re warning others about him.


warn_saw_enemy01 "Look sharp, we have an intruder on the premises." x3


Warning—Something is not Right: ["snd_warnSawEvidence"]

You haven’t seen an intruder, but you’ve seen evidence that there is one around somewhere. You’re warning your friends about it.


warn_suspicious01 “Be careful. There's some strange stuff going on tonight.” x3


Recieved Warning: ["snd_warn_response"]

Someone just warned you about trouble. You give a quick response as you pass by.


respond_to_warning01 "Got it." x3


Admonish Friend: ["snd_admonish_friend"]

A friend or neutral just did something you didn't like, such as drop a plate on your foot. You're expressing your displeasure.


admonish_friend01 "Be careful, will you?" x2





Since greetings can be made to friends or strangers, delivery should be fairly neutral. Also, there's no way to know whether the AI have seen each other once or twenty times before greeting each other, so typical "hello" greetings should be limited in favour of casual comments or questions that can be answered 'yes'.


Greetings are not exchanged between sitting characters, so assume that the greeting is a quick one as AI pass each other.


Not every greeting is needed for every vocal character. The thug, for example, has special greetings for female characters because he's a sexist pig, but not every character needs those.



Greeting, Generic: ["snd_greeting_civilian_to_civilian"]

A generic comment or question as you pass someone. This is used as the default greeting if no other greeting applies.


greet_generic01 "Having a good night?"

greet_generic02 "Oh, there you are." x4


Greeting, Guard to Guard: ["snd_greeting_guard_to_guard"]

You spot a fellow guard on patrol. Greet them or ask a short 'yes' question about their shift.


greet_guard_to_guard01 "No trouble tonight?" x3


Greeting, Guard to Civilian: ["snd_greeting_guard_to_civilian"]

You’re on patrol and see a civilian. You gruffly tell them to stay out of your way.


greet_guard_to_civilian01 "Go about your business." x2



Greeting, Civilian to Guard: ["snd_greeting_civilian_to_guard"]

You’re a civilian and you see a guard on patrol. You don't want any trouble.


greet_civilian_to_guard01 "Don't mind me." x2



Greeting, to Nobleman: ["snd_greeting_noble_male" ]

You see someone high on the social ladder and greet him.


greet_to_noble_male01 "Greetings your Lordship." x1


Greeting, to Noblewoman: ["snd_greeting_noble_female" ]

You see a lady high on the social ladder and greet her.


greet_to_noble_female01 "Greetings my Lady." x1


Greeting, to Priest: ["snd_greeting_cleric"]

You pass a Builder Priest and greet him.


greet_to_cleric "Good evening, Father." x1


Greeting, to Inferior: ["snd_greeting_noble_to_civilian"]

You’re high on the social ladder, and see someone beneath you. You’re better than them, and your greeting conveys that.


greet_to_inferior01 "Stand aside, you." x2


Greeting, to Inferior Guard: ["snd_greeting_noble_to_guard"]

You’re high on the social ladder and see a guard. You greet them by evaluating their performance.


greet_to_inferior_guard01 “Stay alert, man.” x2


Greeting, to beggar: ["snd_greeting_beggar"]

You see a beggar.


greet_to_beggar01 "Away with you."


Greeting, to female: ["snd_greeting_civilian_to_female"]


greet_to_female01 "Out by yourself, lady?"


Greeting, to pagan: ["snd_greeting_pagan"]

You greet an unwashed pagan, probably with disdain.


Greeting, to Builder: ["snd_greeting_builder"]

You greet a member of the Builder Church (not a priest).


Greeting, to Citywatch: ["snd_greeting_citywatch"]

You greet an officer of the watch.


Response, Generic: ["snd_response_positive"]

You have been greeted by someone who is a social equal. Delivery should be monotone and noncommittal, as these could be responses to lots of different greetings.


response_positive01 “Yeah, yeah.” x3


Response, to Superior: ["snd_response_positive_superior"]

You have been greeted by someone who has a higher rank than you. Your response should be stiffer and more official.


response_to_superior01 “Yes, sir.” x3


Response, Negative: **** No Def Currently ****

You have been greeted by someone who is a social equal, and are responding to their question negatively. These should be delivered without much emotion.


response_negative_1 “Not really.” x2


Conversation Question: ["snd_convo_question"]

You strike up a casual conversation with a nearby friendly. These are used for mission-specific conversations set up by the mapper, and are not used by default. The questions must be evaluation questions, appropriate for "good/not good" style answers. (They may eventually be used for AI sitting next to each other for extended periods of time)


convo_question01 "How's your day going?"

convo_question02 "How was dinner?"

convo_question03 "What do you think of this dress?"

convo_question04 "How did you do in the game last night?"

convo_question05 "How were the bear pits the other day?"


Conversation Answer: ["snd_convo_answer"]

This is an answer to the question above. The answers should all be of the "good/not good" variety.


convo_answer01 "Not too bad, really."

convo_answer02 "Ok, I guess."

convo_answer03 "You don't want to know."

convo_answer04 "Better than I thought, actually."

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Basically, I have not had time to write a pagan script. I've found it hard to come up with vocal lines that communicate "pagan" in the TDM sense. They should have a slightly foreign way of speaking with old oaths and the like. At the same time, I don't want them to sound like thief pagans, or too silly. It's a hard line to walk.

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I found a female voice that I'm trying out a female Pagan script on...from the other Pagan script. It seems a bit different than this one? Like the Pagan script seems to have more lines + the file names are different.


This one is the master script that we should base future scripts off of, including file names?



Looking in TDM folder the names of vocal files are different from this script too.



Just looking to get the right answer so I can prep script / file names accordingly.


300 files is a boat load of files to have to rename.



I also found another male voice that may be able to bring life to a Pagan character.

Edited by Deadlove

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If this is just for your own mission, then the file names don't matter. If you're doing this for inclusion into the mod, I'm going to need to hear the samples.

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It's for my own FM, but if anyone else digs, anyone can use it.


How do you say the file names don't matter? How is the program going to know what file name to access?

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You have to set up soundshaders for all the vocals and then create an entitydef for them. The names of the files and soundshaders can be whatever you want, it's only the spawnargs in the entitydef that have to be consistent, and you'll just work from an existing one, I'd imagine. It's no small amount of work.

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Hey guys I'm back. I made a skeleton for you a while ago. Out of curiosity, do you have a list of voice sets you'd like done? I'm interested in doing some voice acting for the dark mod but i don't just want to give another greasy peasant or indignant lord if they are already in abundance. Do you have plenty of creature barks already? I'm not a voice actor, but i do sing a lot. I have a nice voice, but i can add a layer of guttural effect to sounds grizzly or a bit of hoarse to sound old, because I've learnt to control my voice through singing. I've also got a fair wide range of tone. OH and i have a proper microphone and audio input box (i dunno what you called it lol)

I'm just asking so i go in the right direction with what you want, If it's not gold i won't offer it because I think Darkmod has some good voices in it and i wouldn't want to tarnish it :)

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I was just making some static models out of that skeleton this week--quality work!


Others can chime in here too, but here are a few of the gaps I've noticed:


1. Old voices


2. Pagan voices (attempts to come up with a good script/accent have failed thus far).


3. "smooth/sinister" voice


4. "gruff/man of few words" voice

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Others can chime in here too, but here are a few of the gaps I've noticed:


1. Old voices


2. Pagan voices (attempts to come up with a good script/accent have failed thus far).


3. "smooth/sinister" voice


4. "gruff/man of few words" voice


Why not give pagans a Scottish accent?


Also, here are some vocal sets I think could be added:


Menoan - use an Iberian accent and use phrases from the Iberian dialects (Spanish, Portuguese, Basque, Catalan)

Violent Nobleman - think Bluebeard

Cynical Woman - think Liz Shaw :D, useful for female guards

Werebeast - if you decide to scrap the planned werebeast model for a more human-looking model, maybe give them a voice similar to the Jiralhanae in the Halo games

Knight of the Hammer - don't know what kind of voice would suit such characters, but I'm thinking of having Knights of the Hammer appear at some point in my main campaign, with their own models.

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I'm not sure another lord would be a bad thing; we have two ladies but only one lord, so if you want to put two male nobles together and would rather they didn't have the same voice, currently the obvious thing is to make one of them a commander (tones of superiority) or a critic (gentleman scientist set).


Sea dog/pirate might be a nice variation on the ruffian theme: I mean, something subtler than full-on 'Arrrr, me hearties!'


On the topic of sinister voices, the current options for mages are okay for your wizard about town, but maybe a bit generic for a necromancer's secluded tower or something. I remember playing Briarwood Cathedral and thinking, 'Oh, what's a commander-type doing down in these crypts?' before I saw his robes.

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Haha what a fantastic welcome, you guys remind me why I return :D

This is cool, thanks Springheel for your speedy reply and comprehensive list, but also to cambridge spy, Vanishedone and SeriousToni for your well thought out ideas :)
There are at least several kinds of voice you guys have mentioned that i'd love to try to provide...

This may take a while but I'm super keen to let you guys know when i have something for you :)

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Was the idea of using a voice changing application/program voiced?

A couple of years ago through a very primitive program a friend amazed me how well one can work over Skype (as a rough example).


If the program can work really well, this can save the effort of looking for someone to do the job in certain cases when trying to achieve a certain voice provided the quality is sufficient to meet the standards.

Pitching the voice up/down, trying various accents.

Voice sticks with you for your entire life regardless how much you'd like to hide your identity. I wonder if it can be practical to try this little cheat.

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If you find one that gives good results, let me know. I've never heard of a voice-changing program that can do accents. :huh:

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If you find one that gives good results, let me know. I've never heard of a voice-changing program that can do accents. :huh:

You're going to laugh but there are !


Probably the more high-quality apps are not free though, unlike the amature just for laughs programmes. But who knows?

Edited by Anderson

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The comments below the video say it's a joke, which is also what I thought when I watched it....

Ah yes, how could I fall for that? :wacko:


The voice changers should be functional though. Those things aren't a myth.

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Others can chime in here too, but here are a few of the gaps I've noticed:


1. Old voices


2. Pagan voices (attempts to come up with a good script/accent have failed thus far).


3. "smooth/sinister" voice


4. "gruff/man of few words" voice

Just putting another idea on record: sets that can cover a prisoner/suffering/victim case (e.g. for Cragscleft-like scenarios, cells in the Watch house, hostages or slaves held by crime lords...).

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