[REL|AC7] Skies Restored Fixes & Changes + Speaking Trigger
Idk if I should be doing this, but I think I should because what I create is quite revolutionary.
I'm pretty sure you have heard or at least played with Skies Restored mod by now. A revolutionary mod created by the one and only, Calamitous (often known with the display name CloakedEnigma on Nexus), that brings you improvements over the overall AC7 gameplay. Although I dare say what he created is enough to impress lots of people within the modding community, there's a good chance that it's not as polished or perfect as I wanted to be. Sure, there are some issues pertaining dialogues in missions, and some original dialogues might've been cut in favor of cut content restoration, but get this; as much as I love Calamitous' work, ofc I wanted my own fixes and improvements.
However, as of this writing, I've been asking for permissions in improving his mod on Blaze's "Get Home, Be Home, Stay Home" (G[B]S) Discord server, but failed to respond. Not even an answer whether it's yes or no, so it left me wondering; I'm sure everyone's busy with their lives. We all as modders, including Calamitous, do. But what's up with not giving an answer to people who've been asking to modify or improve his own mod smh? Or even creating an addon based on Skies Restored mod? Makes me wonder how BelkanLoyalist got his permit on doing Skies Restored Temp Patch for Calamitous' mod.
It arrived at a conclusion that there might be a chance that I'll be booted off from Nexus if I do this (even though I added the disclaimer at the bottom of the modpage's description), but I have no choice. Cola (other name for Calamitous) has gone radio silent for as long as I remember, and I'm not in a mood to join in on r/acecombat Discord server (to which where he's chilling at) as my modding comrades in G[B]S said that it's worse than Borneo wildfire (they have reasons to tell why it's regarded as such). If the moderators asked me to remove my mod that features fixes and changes I tailored for Skies Restored (it was last updated on March 2024, like, a year and 4 months ago), even though I credited Calamitous in the end, then so be it. The release of this mod will be moved here instead (as this blog isn't just my diary of the sort, it also is the mirror of any of my mods if I see fit).
With that out of the way, let's move on to the fixes and changes I made for Cola's magnificent mod.
Fixes and Changes, the TS;WR
Let's be real. When I first dived into this shindig, I have no roadmap to focus on as my work is poured on various mods I'm developing. One of them is my SPW Swap and VisMod Collection version 3.0 update, to which I referred today as "The New Iteration". The most notable changes I made without a roadmap are the famous Cut Content Restored (CCR) module, covering all 23 missions (20 standard/non-DLC missions and 3 DLC missions). One of the fixes I feature in CCR is in Mission 19 where Georg's Confession screwed up the Helios impact timer from Long Caster (dialogue desync issues where the dialogue sequences go too fast at near the end of the mission). This does not apply to No Confess variant though. The fix of this is simple; I just move this Georg's Confession dialogue to after the 4th Helios missile impact. While I do that, I also reorganized the dialogue events so that some dialogues can be played in the background (SUB channel), much composed to that of the original vision, while adding the ones that Ik of from other missions, like Hùxiān's interjection voice from SP Mission 2 where she was hit by a burst railgun shell from a terminal-guided SLUAV the first time. All of the fixes and changes I made to CCR is subject to scrutiny and attention of detail in a span of 6 to 7 months.
The reorganization, as you can tell, also brought me to creating an addon based on what I made: the Speaking Trigger. This is inspired from Assault Horizon (AC:AH) game that Col. Bishop (you as the player) can speak and react based on the occurring events. This addon is made by recycling Count's voice (he has a lot of unused voices that I can make use of) in a way that "what if Count's responding as if he's Trigger". This addon IMO has a huge potential; no one has ever made a speaking protag mod in AC7, and Skies Restored mod is subject to this modding advancement.
The fixes and changes I made also feature bilingual support; you can now play AC7 in either English or Japanese, with minimal work on changing language from the specific game's Steam Settings (not sure with the pirated version though). In a modder's technical term, English text in Japanese slot (which is F.dat) is transplanted back to its original slot (which is A.dat) and the Japanese text is put back into its intended/original slot, to which it will lose some features that the English text in Japanese slot provide, but for those who are new and having English as its primary UI language, this is better than nothing.
Upon request, I can bring back the regular/original format of Skies Restored's English or Japanese localization on Japanese slot, to which my changes in this mod only feature Speaking Trigger and Speaking Trigger plus Mobius 1 addons, to which I added new strings (such as Ghost Squadron callsigns and speaker IDs for Trigger and Mobius 1).
The only problem is that whether BelkanLoyalist will update the Temp Patch to feature the changes that I wrote down. What I'm seeing in the changelogs are pertaining addon planes that have their own new localization data (which would be a bit of a hassle if I want to consider overhauling Trigger to Boruto mod).
Some fixes and changes are also featured on its own Know Your Enemy (KYE) module, to which I adjusted in accordance to the changes I made to CCR.
- SP Mission 2 updates Scream's "New Death Cry" where I found out that when I played AC7 with Cola's SR mod and set the voiceover (VO) language to Japanese, Scream's death cry sound are playing all 3 of them in order instead of just one in accordance to English voice. For consistency, it should've played just one voice instead of all 3 of them in order, to which this fix provide.
- Mission 19 Phase 1 also extends the time limit to 10 minutes (originally was 9) to allow room for Georg's Confession dialogue to finish.
- The KYE module apparently introduced a Score and HP limiter for DLC/SP missions, to which some units (like Rage and Scream) have fixed Score Bounty or amount of health for a unit to be considered "destroyed" (these fixed values are set in mission UMAPs). My fix "delimits" them to allow modularity of NPC data modding so that, for example, if there are units that are having their Score Bounty value higher or lower, they lined up (of particular is Louis Barbieri's Rafale M in SP Mission 3 where he has score bounty higher than the other common SACS Rafales in an unmodded state; one example of SACS score bounty change is Blaze's Alicorn Special Raid mods).
Download Link
You will require Calamitous' Skies Restored mod in order to apply my fixes and changes that I tailored for his mod, linked here. The fixes and changes I made also offer support for my Mobius 1 Expansion Pack and Patch mod, linked here.
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