Release EDDI 3.3 - Bring your cockpit to life

4.1.4 is the latest, so that's OK.

I've looked over the script, and I think I may have found the cause. If I'm right, it's one I accidentally 'fixed' for my self without realising it.

The FSD engaged script calls the System report script, and it's this report that is the problem (I believe). A while ago, EDDI made a change to how State() variables are handled and how variables are passed to child scripts. I believe that this is the problem for the System report script. You see, FSD engaged sets a State() variable to the target system name (all good so far), and the child script (System report) uses that State() variable. However, because it's a child script, and how EDDI now handles them, it's not retrieving the new value for the State() variable, it's using the old value, your last system.

So, to fix this (assuming I am right, of course), you need to make this change to the top of the System report script. The first few lines need to be replaced with this code:
Code:
{_ Fetch from Context, if a context is set, and reportSystem is not already set _}
{if !reportSystem:
    {if GetState('eddi_context_system_name'):
        {set reportSystem to SystemDetails(GetState('eddi_context_system_name'))}
    |else:
        {set reportSystem to SystemDetails(system.systemAddress)}
    }
}
(This is pulled directly out of my version of the script, so looks slightly different, but the functionality will be the same)

Remove the first six lines (as long as it's the default), and paste the above in their place. This updated code uses GetState() instead of state.. This ensures the most recent value is used. It also checks to see if reportSystem has been set, which it is in my versions. The default scripts use reportsystem instead (lowercase s, instead of capital S), but this shouldn't impact your scripts.

If you've not made any changes the the EDDI personality before, you'll probably need to make a copy of the default personality first, as you can't edit the default. At the bottom of the Speech Responder tab, click the 'Copy Personality' button and give it a new name. Then you can edit the System report script as above.

Let me know if this works for you, or if you have any trouble making the changes, I'll try to help you out.

o7 Cmdr.

DC.

Thank you ever so much Darkcyde, that has fixed it.

Really appreciate you taking the time and for the help.

:)
 
As many of you know, VoiceAttack released a new revision 2.X some time ago which upgraded to .Net 8. While I'd like to maintain compatibility with VoiceAttack version 1.X, the fact of the matter is that .Net Framework 4.8 is ancient in comparison to .Net 8 and I have run into a brick wall again and again in my efforts to achieve cross compatibility between VoiceAttack versions 1.X and 2.X.

What I'd like to do is change directions and make a clean break to .Net 8 and VoiceAttack Version 2.X. I understand that for some of you (perhaps many of you) this might mean purchasing a new VoiceAttack 2.X license. I do believe that the license is cheap relative to the value it offers and I hope that most of EDDI's current VoiceAttack 1.X users will be open to purchasing that new license.

o7 commanders!
 
... in Germany via Steam ...
1754298364143.png

... direct over https://voiceattack.com/purchase.aspx
10 USD

It should be worth it for all of us.
 
As many of you know, VoiceAttack released a new revision 2.X some time ago which upgraded to .Net 8. While I'd like to maintain compatibility with VoiceAttack version 1.X, the fact of the matter is that .Net Framework 4.8 is ancient in comparison to .Net 8 and I have run into a brick wall again and again in my efforts to achieve cross compatibility between VoiceAttack versions 1.X and 2.X.

What I'd like to do is change directions and make a clean break to .Net 8 and VoiceAttack Version 2.X. I understand that for some of you (perhaps many of you) this might mean purchasing a new VoiceAttack 2.X license. I do believe that the license is cheap relative to the value it offers and I hope that most of EDDI's current VoiceAttack 1.X users will be open to purchasing that new license.

o7 commanders!
I can only speak for myself, but I value these two programs very much and I appreciate all your efforts to enhance this game. I'll gladly buy the new VA version in order to continue enjoying my game sessions.

o7, cmdr.
 
As many of you know, VoiceAttack released a new revision 2.X some time ago which upgraded to .Net 8. While I'd like to maintain compatibility with VoiceAttack version 1.X, the fact of the matter is that .Net Framework 4.8 is ancient in comparison to .Net 8 and I have run into a brick wall again and again in my efforts to achieve cross compatibility between VoiceAttack versions 1.X and 2.X.

What I'd like to do is change directions and make a clean break to .Net 8 and VoiceAttack Version 2.X. I understand that for some of you (perhaps many of you) this might mean purchasing a new VoiceAttack 2.X license. I do believe that the license is cheap relative to the value it offers and I hope that most of EDDI's current VoiceAttack 1.X users will be open to purchasing that new license.

o7 commanders!
I'm all for it. I'm on VA2 already and found out the hard way that once you go to VA2 HCS voicepacks will only update ver 2 packs leaving VA1 packs no longer able to update.

Upgrading is always a thing and moving to Win 11 hasn't been any fun either.

I still get most of EDDI's capability running it as Standalone currently, but I'm really looking forward to reintegration again so it can run as a plugin.

As always - grateful for everything that is done to make EDDI such a valuable tool.
 
As many of you know, VoiceAttack released a new revision 2.X some time ago which upgraded to .Net 8. While I'd like to maintain compatibility with VoiceAttack version 1.X, the fact of the matter is that .Net Framework 4.8 is ancient in comparison to .Net 8 and I have run into a brick wall again and again in my efforts to achieve cross compatibility between VoiceAttack versions 1.X and 2.X.

What I'd like to do is change directions and make a clean break to .Net 8 and VoiceAttack Version 2.X. I understand that for some of you (perhaps many of you) this might mean purchasing a new VoiceAttack 2.X license. I do believe that the license is cheap relative to the value it offers and I hope that most of EDDI's current VoiceAttack 1.X users will be open to purchasing that new license.

o7 commanders!
Thank you @T'kael! I didn't think it would be easy, but I also didn't imagine it would be so hard either. I, like all the others, really do appreciate all the effort you put into EDDI. Out of all the 3rd party tools for Elite, EDDI is the only one I couldn't live without.

As you know, I've been ready with my copy of VA2 since it was released 😅 so I'll jump right on "EDDI for VA2" whenever it makes an appearance. ☺️
 
The Vanguards update recycles a number of fleet carrier events to apply to squadron carriers in addition to your personal carriers. Until EDDI's next update is released (ASAP) you can expect some degraded accuracy in fleet carrier data - we were not prepared for this change and right now squadron carrier data can overwrite personal fleet carrier data.

I'll be adding a new carrierType property to applicable events but because of this change the next update may require some changes to your Speech Responder personalities and VoiceAttack profiles.
 
As much as I love EDDI, I have to say I'm not a fan of the change to the voice processing. It makes all my voices (Ivona Amy and all the MS ones) sound like they are talking down a long plastic pipe, and the 'processing' slider only seems to make much of a difference if it's at max or min positions. :(
 
As much as I love EDDI, I have to say I'm not a fan of the change to the voice processing. It makes all my voices (Ivona Amy and all the MS ones) sound like they are talking down a long plastic pipe, and the 'processing' slider only seems to make much of a difference if it's at max or min positions. :(
I noticed that too. And I agree with you.
 
?This is strange, I've applied both the recent updates (currently V4.1.6) and haven't noticed any change in voice at all?
1758159878985.png
No idea if it has any relevance but, just in case, I am making use of the NaturalVoiceSAPIAdapter
 
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As much as I love EDDI, I have to say I'm not a fan of the change to the voice processing. It makes all my voices (Ivona Amy and all the MS ones) sound like they are talking down a long plastic pipe, and the 'processing' slider only seems to make much of a difference if it's at max or min positions. :(

I noticed that too. And I agree with you.

I'm sorry you feel that way. I switched to a different sound processing library because the old library isn't supported in .Net 8 and consequently I needed to make that change before we could move to VoiceAttack 2. I did try to match the old voice processing with the new toolset, as near as I could manage.

Please help me to narrow in on the quality of the voice that you feel is leading to that "plastic pipe" effect?

First, have you enabled the option to distort the voice on ship damage? Is your ship damaged?

Second, there is an echo delay that depends on the size of the ship you are in (intended to subtly convey a sense of scale to the larger ships). If you feel like the effects generated for the bridge of a small ship are better are better than the effects generated for the bridge of a large ship then perhaps that echo delay is too pronounced and needs some additional refinement?

Finally, if the issue doesn't depend on the size or damage of your ship then it'll probably come down to tuning the amount of chorus and reverb being applied to the voice. More likely reverb.

?This is strange, I've applied both the recent updates (currently V4.1.6) and haven't noticed any change in voice at all?
No idea if it has any relevance but, just in case, I am making use of the NaturalVoiceSAPIAdapter
I think it has to do with having the "Level of voice processing" slider set to zero - you can't notice a change to voice processing if you're not applying any voice processing (other than using transmit commands to apply a radio effect). :)
 
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I think it has to do with having the "Level of voice processing" slider set to zero - you can't notice a change to voice processing if you're not applying any voice processing (other than using transmit commands to apply a radio effect). :)
Ah, yeah, that would make perfect sense
😳
 
I fully understand the reasoning behind the decision to make the change, I really do, and I knew it was coming when I saw it in the change log on GitHub when it was swapped over. I just didn't realise it would be such a drastic departure from what I had been used to for all these years.

I loved the original processing because it made Ivona Amy sound almost identical to the in-game voice Verity. Now it's nothing alike, and that has been somewhat jarring for me. I know there's no going back, so I'm still using it and trying to get used to it.

That being said, if it is possible to adjust it, then I will gladly help in any way I can.

First, have you enabled the option to distort the voice on ship damage? Is your ship damaged?
Yes, distortion on ship damage is enabled. My ship is not damaged.

Second, there is an echo delay that depends on the size of the ship you are in (intended to subtly convey a sense of scale to the larger ships). If you feel like the effects generated for the bridge of a small ship are better are better than the effects generated for the bridge of a large ship then perhaps that echo delay is too pronounced and needs some additional refinement?
I've tested in the Text-To-Speech tab by setting it to use different ships, from an Eagle to Krait to PC2, all sound the same to me. Or very, very close to the same.
Same goes for the Level of processing slider. I had it at 35 previously, but now 0 and 100 are not much different when using Ivona Amy, and not really any better when using multiple MS voices. I'm also using the NaturalVoiceSAPIAdapter to add many more voices, some of them are the online MS ones.

Finally, if the issue doesn't depend on the size or damage of your ship then it'll probably come down to tuning the amount of chorus and reverb being applied to the voice. More likely reverb.
Is there anything I can do to test this on my end? Any free audio tools or something that I can tweak settings with, at least to try if nothing else? Or would that be pointless as I wouldn't be using the new engine?

Please don't think I'm being disparaging to your work with EDDI, I'm sure you already know how much of a fan I am. 😁 It's just this was a much bigger difference than I had imagined it would be, and it was quite a shock when I first heard it. Even if nothing can be done to get it closer to the original, I'll still love EDDI, and always appreciate everything you've done with it... even this! 😅
 
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