Change voicelines for the unit, adding a new one

Hi, I’m new in the modding community, but im a old player.

I’m trying to create my first mod for the game, which is supposed to replace the voicelines for the petard unit, but instead all units are silent or nothing changes. I’m using the Resource Manager. I think maybe I didn’t create the hash or created it incorrectly? Perhaps my files don’t have the correct name or are incorrectly entered in the code?

I tried to peek at how it looks in “better english voice over” or “pavisier skin for maltese crossbowmen” (where French is replaced with Italian), but without success.

In someone mod, I replace the voicelines by replacing them with .wav existing in the game and it worked, but I would like to create my own mod and add new voicelines, as I mentioned earlier.

English is not my native language, but I think I write clearly.

Thing is I still don’t really get what did you actually do.

You’re right, too much information.

I used Resource Manager to create a sound.bar file. Then I extracted the .xml file I was interested in from it; In this case, it was the “xppetard_snds” file. I created a folder called “My mod,” where I created a 'sound file. In the sound file, I created an audio file containing voicelines in .wav format (converted from .ogg to .wav using Audacity).

In the .xml file, I replaced all segments related to DEMaltese that interested me with new voicelines from the audio file. I put the folder in local mods.

Voicelines files:

I tried few times; At first, I used the names of sound files from the game, such as aknowledge, choice or attack. Another time I tried changing the name of the audio file by merging them into, for example, SelectSicilianAttack01. In the “better English voice over” modification, this wasn’t necessary, so I went back to the shortened version, SelectSicilianAttack01, SelectSicilianAttack02, SelectSicilianSelect01, etc. Yesterday, I tried to implement this in the “crossbowman_snds” file as a test, but it was also unsuccessful.

I disabled and removed all mods from the moment I started editing the code. I also deleted empty information about uninstalled mods or my previous mods, which became just a folder with 0.00 bytes.

I suspected that I hadn’t created a hash, ‘cause I don’t know if I need to generate my own hash… Perhaps I’m exporting the files incorrectly or I should be editing and saving them differently. Sometimes I use Notepad to edit, and sometimes I use Notepad++

It would be best to show screenshots, but I’m smart in a different way, so of course I deleted my previous files. If necessary, I will repeat the implementation process.

I think this is the problem. I don’t know exactly why, but game has troubles recognizing some wav files. What worked for me was an online wav converter. I used MP3 to WAV | CloudConvert . Try it and tell us what happened. I converted mp3 to wav using it

I use CloudConvert myself, but it has limitations when using it for free, and I needed to convert a lot of files (I want to create a little bigger mod). Also, all my files are originally in .ogg format… Should I first change them from .ogg to .mp3 and then convert them to .wav?

BTW. I’m a big fan of your mods, I subscribe to them in batches. :exploding_head:

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Nevermind, it didn’t work for now, but I’m trying to find another solution.

Nah that ain’t it, converted all my voice lines into wav with audacity and I’ve never had a problem.

I suspect the petard snds file is just poorly redacted

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Problem solved! I was missing the soundsetsde.mods.xml file, which was necessary to add new audio. I hope I’ll be able to add more new sounds now. :smiley:

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Thank you, I’m glad on that

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