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.