Tharagon
Tharagon
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
Well, I guess if they're indeed already all in memory anyway without a mod doing anything, then manipulating the CDO (or asset instances) won't affect the memory footprint of the audio files.
23 replies
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
Could you elaborate on that? Are you talking about (more or less) regularly loading the vanilla data assets and then manipulating the CDO? Or are you suggesting there could be a way to hook into the asset registry system to alter FMessages every time they are loaded, so there is no need to keep them all in memory?
23 replies
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
How would you feel about the option of trying to “patch” the FMessages, i.e. to set Unreal's own overwrite mechanisms in motion? (I have not yet succeeded for .utocs - but it sounded like it was still possible, at least within limits)
23 replies
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
Does anyone know anything about the memory implications of such a CDO manipulation solution? As I understand it, I would have to keep all 400 messages in memory. As far as I remember it, while CDOs are in memory, also ALL dependencies are kept in memory, including all sound file. But that's old knowledge from back in the days, of Unreal Engine 4.18 or so. Since then a lot has changed in terms of sound and "audio streaming" and also I don't know how Wwise handles this.
23 replies
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
To be honest, I don't really care about that. If you install the “German voices” mod you will get German dialogs, no matter which language you set. At least that should work quite independently of the savegame, so you can uninstall the mod at any time.
23 replies
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
@Rex [they/them] could you elaborate the "built-in language picker" problem? Which problem could this make?
23 replies
SMSatisfactory Modding
Created by Tharagon on 1/15/2025 in #help-developing-mods
Best method to override existing FGMessages (ADA/Alien Lines) ?
I already have the unlimited indie license and the sound is technically working already 😉 Improving the Wwise stuff workflow would only be to make the process easier - but that's not the central point here. I only mentioned it to tell A) that I'm currently already using a pak hack and B) there might be not many members in the FMessage that I'll leave untouched, because the sound event is indeed part of the FMessage, which in my mind spoke in favor of replacing the Message completely instead of just manipulating them
23 replies