In this tutorial we'll create a new accent for a faction of a modfoldered mod step by step.
The total conversion Third Age:Total War will be used as an example of how to create the accent, but if you follow this tutorial you should be capable of doing it for every other mod as well.
As for a possible hardcoded limit of accents, till now I've reached none, therefore it seems to be possible to create an unique accent for every faction of a mod up to the hardcoded limit of 31 factions and furthermore for every character in the game, if one has enough patience to do so.
Sidenotes:
If you're not using WinXP but vista x32/x64 or Win7 x32/x64 the first step before you start to mod is to follow this great tutorial by SigniferOne to ensure that you circumvent the UAC (user account control) and thus avoid any interference of it.
Always do a backup of whatever file you might change or replace.
Never delete anything that does no harm!
multilanguage compatibility:
If you want to have the voices of your mod compatible to every MIIK localization, do not include the extracted Medieval II or Medieval II Kingdoms vanilla .idx files into your modname\data\sounds\Voice folder!
The game will automatically play the vanilla files according to every localization!
That is, of course, only if they are used at all in your mod.
Now we're going to add newly recorded voices to our accent.
Of course, you have to record your voices first.
I recommend to always record in .mp3 format first regardless whether you might want to add strat map or battle map voices.
Take note that CA most of the times, but not always, uses a simple "x" to distinguish .wav (battle map) from .mp3 (strat map) voices (x_name.mp3 vs. name.wav) as a starter for the filename.
The final format of the voices in order that they are heared ingame must be:
strat map voices MUST be .mp3 format!
battle map voices MUST be .wav format 352kbit/s and MUST be recorded or converted in 16bit mono 22.050 Hz!
I suggest to use a mp3 to wav converter, which are freeware and can be found in the net, to convert your original recording to wav and to level your voices on the one hand, to get rid of possible background noises on the other hand.
When you've finished your recording, you have to place the files in the right directory. The directory it needs to be placed in can be found in the code of the sound files (see above).
Now that you've recorded your voices, made sure they are in the correct format and palced them in the corresponding directories, it's about time to code them into the corresponding files.
If all the coding and recording is done, you should backup your Voice.idx and Voice.dat as well as your events.idx and events.dat.
Delete the Voice.idx, Voice.dat, events.idx and events.dat and start your game.
The game will now recreate those files. While the spalsh screen is up, hit the escape button twice.
When your loading screen pops up you should here a short sound, if you can here it, that's an idicator that the files have been successfully recreated and that no further problems should arise.
Basically, we're done now
Enjoy modding
Last edited by Aikanár; July 23, 2012 at 01:49 PM.
Reason: Updated - added diplomacy section
I am trying to fix my Third age sound and get rid of the orc accents on my Silvan elves. I changed them to English in accents and deleted the voice.dat and voice.idx files but the files don't regenerate even when I add back the unpacked files above. Any idea what my problem is there?
Also I have been thinking of giving them a French accent but can't open voice 3 files with the extracter mentioned above (which have the strat map voices I am looking for)
I am trying to fix my Third age sound and get rid of the orc accents on my Silvan elves. I changed them to English in accents and deleted the voice.dat and voice.idx files but the files don't regenerate even when I add back the unpacked files above. Any idea what my problem is there?
By default the mongols (silvan elves) are assigned to the english accent!
If this is changed, the easiest soloution is to do a new installation.
But if you want to do it without a new installation, you've to make sure that you've extracted the original Voice.idx of Third age in the first place.
Make sure you've copied the extracted Voice folder from Third_age\data\sounds\data\sounds to Third_age\data\sounds.
Place mongols in the accent English line of the descr_sounds_accents.txt and remove it from whereever it was misplaced.
Delete your Voice.idx, voice.dat, events.idx and events.dat.
Start the game = should work.
Originally Posted by tirane
Also I have been thinking of giving them a French accent but can't open voice 3 files with the extracter mentioned above (which have the strat map voices I am looking for)
thnks
As long as you just intend to add the new accent French to the game, you just need to copy the corresponding sections of the MMII vanilla soundtext files into your corresponding soundtext files in the Third_age\data folder. You do not need to extract the vanilla voice3.idx to have them played. The game always reads from vanilla .idx files when some files are not found in the modfolder, thus the multi-localization compatibility. That said, the files have to exist in the .idx files i.e. only vanilla files.
But if you want to extract the Voice3.idx, just place all the files of the .idx extractor into your Medieval II Total War\data\sounds folder and make sure your extract_sounds.bat looks like this:
Code:
.\xidx.exe -x voice3
pause
Last edited by Aikanár; April 25, 2010 at 11:49 AM.
I can not get the eastern european accent away from my mongol/silvan troops. I even installed the new elven accent pack and wiped my voice data in favor of new. I am trying to figure out if somehow my original MWII Kingdom files are corrupted? Here is my accent file:
accent English
factions turks, scotland, milan, sicily, normans, saxons, teutonic_order, slave
accent Scottish
factions moors
accent French
factions
accent German
factions england, hre, france, papal_states
accent Mediterranean
factions byzantium
accent East_European
factions russia, poland, hungary, denmark
accent Arabic
factions spain, venice
accent Mongolian
factions timurids, aztecs
accent Quenya
factions egypt, portugal
accent Sindarin
factions mongols
I noticed the Quenya is not being spoken either. I have my own mod which blended FROME and Vale of Anduin but somehow messed up the Silvan Elves (mongols) sound.
I can not get the eastern european accent away from my mongol/silvan troops. I even installed the new elven accent pack and wiped my voice data in favor of new.
You're sure you've started a new campaign and did not load any savegame?
Originally Posted by tirane
I am trying to figure out if somehow my original MWII Kingdom files are corrupted?
Highly unlikely!
Originally Posted by tirane
Here is my accent file:
accent English
factions turks, scotland, milan, sicily, normans, saxons, teutonic_order, slave
accent Scottish
factions moors
accent French
factions
accent German
factions england, hre, france, papal_states
accent Mediterranean
factions byzantium
accent East_European
factions russia, poland, hungary, denmark
accent Arabic
factions spain, venice
accent Mongolian
factions timurids, aztecs
accent Quenya
factions egypt, portugal
accent Sindarin
factions mongols
Remove accents that have no faction assigned and make sure the accent file has a last blank line without any spaces or tabs.
Originally Posted by tirane
I noticed the Quenya is not being spoken either. I have my own mod which blended FROME and Vale of Anduin but somehow messed up the Silvan Elves (mongols) sound.
Well, make sure that all accents exist in all the seven files.
Make sure that the accents you've assigned to the factions have the new units assigned in the export_descr_sounds_units_voice.txt. Each unit needs its entry in the specific accent.
There's a lot you can mess up by merging mods
I look back and notice the problem began when I downloaded and played the DAC (Divide and Conquer) submod. I never used any of it's files and can't see how one submod would effect the other.
In my above example should I eliminate the accent French entirely as it has no factions assigned?
Also does every unit in my EDU need a seperate entry in export_descr_sounds_units_voice.txt? I see alot of vanilla units not on there that I think just enter by class of unit rather than "GONDOR SPEARMEN" they just say "SPEARMEN" when unit is selected.
My problems have been on the STRAT MAP only which I don't think this file effects.
Last edited by tirane; April 28, 2010 at 02:07 AM.
Reason: more info
I look back and notice the problem began when I downloaded and played the DAC (Divide and Conquer) submod. I never used any of it's files and can't see how one submod would effect the other.
My line was adressed at the merging of VoA and FRoME. I assume you've installed DaC to another installation of TA then your merging project, have you?
Originally Posted by tirane
In my above example should I eliminate the accent French entirely as it has no factions assigned?
Normally it doesn't matter whether or not you have accent entries in the descr_sound_accent.txt with no factions assigned, as long as you make sure that these accents exist in the other six sound files.
Originally Posted by tirane
Also does every unit in my EDU need a seperate entry in export_descr_sounds_units_voice.txt? I see alot of vanilla units not on there that I think just enter by class of unit rather than "GONDOR SPEARMEN" they just say "SPEARMEN" when unit is selected.
If you want them to have their individual sound, you've to include every unit, you can adress them via class (heavy, light, cavalry) two, of course, but this means that you've the same sounds played for every unit of these clases, hence f.e. all units classed as heavy in the edu will use the same set of voices.
Originally Posted by tirane
My problems have been on the STRAT MAP only which I don't think this file effects.
If you've a strat map only problem, then the error most definitely is in the export_descr_sounds_stratmap_voice.txt.
It can be anything from a wrong entry to a typo or, sometimes a format error you can't track or clean but using your backup file and doing all the changes again. Just doublecheck the export_descr_sounds_stramap_voice.txt. And, of course, make sure that you've only used .mp3 formated soundfiles for the stratmap, placed them in the correct folder data\sounds\Voice\Human\Localized\Camp_map and that the soundentries end with .mp3 .
Last edited by Aikanár; April 28, 2010 at 02:40 AM.
I am confused about the Elven soundpacks. They say they do not change the files: The soundpacks are compatible with each and every submod which are using the corresponding versions and do not change the listed files below!
And then list those files as changed:
Changed files:
I unpacked it and manually deleted the corresponding files in my mod and replaced them with these. There was no change so I do believe the first statement. the only change I made was moving my Dunland/russia accent and Lorien/portugal.
I am confused about the Elven soundpacks. They say they do not change the files:
No, you just misread it. It's expressis verbis stated that they do change the files and that they are compatible with each and ever submod which do not change the listed files below...
Originally Posted by tirane
The soundpacks are compatible with each and every submod which are using the corresponding versions and do not change the listed files below!
I actually don't know what is not understandable in this sentence.
Originally Posted by tirane
And then list those files as changed:
Changed files:
I unpacked it and manually deleted the corresponding files in my mod and replaced them with these. There was no change so I do believe the first statement. the only change I made was moving my Dunland/russia accent and Lorien/portugal.
What did you unpack? The soundpack.rar or the .idx? What do you want to achieve?
As far as I understand you, you're trying to make the soundpack compatible to what? FRoME? VoA? Both?
Even if this thread is not about the elven soundpack, the rules described in this tutorial, of course, apply if you want to make my elven soundpack compatible to FRoME or VoA.
When I unpack the with the extractor and extract the Voice.idx of any mod (Third_Age\data\sounds\Voice.idx)
and cut and past the voice file into its proper place. Then Delete the Voice.idx, Voice.dat, events.idx and events.dat and start your game, My Voice.idx and Voice.dat do not rebuilt properly and I get silence. Any idea what step I am missing. I am not changing or adding any files.
To get around this I downloaded a fresh vanilla 1.41 and then cut and pasted my mod on top of it but left the files you mentioned above along with the sound folder entirely alone. I still had the same problem so I am asking if you know any other files that have to do with the assignment accents. The export_descr_sounds_stratmap_voice.txt seems fairly generic and it is the assignment of my accents that is being directed somewhere to cause my error.
At this point I have 6 factions with errors: Anduin talking Scottish (acceptable), The dwarves talking with English accent, Silvan elves and Rhun have the German orcish accent. And my Goblin Faction is talking in Arabic. My goal is to try and correct this.
With GREAT respect for your patience Thanks
Last edited by tirane; April 30, 2010 at 11:24 PM.
Reason: error
Have you downloaded and extracted the officially released soundtext files?
If you've done so, the issue is either related to text editing, meaning that not all changes are done.
Have you merged the extracted Voice folders of your mod and vanilla?
If you can't figure what may be wrong, I suggest to assign all factions to the same accent f.e. English and start the game.
Test whether or not all factions speak the English accent.
If so, proceed and change the accent for one faction only, delete the events.idx/dat and voice.idx/dat and test whether or not the faction speaks the new accent.
Proceed like that for every other factin, step by step.
If you're proceeding like that, you'll have to find out, wich accent is not working propperly.
All in all it sounds to me, like some crucial editing has gone either wrong or is missing.
"When you've downloaded the MII soundfiles extract all of them into your modname\data\ folder without the permission to overwrite files."
Is the intention to have duplicate files such as?:
descr_sounds
descr_sounds (2)
I have not put the files in my mod data folder until now
I have all the extracted files and the idx extrator works to extract the third age files. However when I Delete the Voice.idx, Voice.dat, events.idx and events.dat and start my game, My Voice.idx and Voice.dat do not rebuilt properly. Reading the other threads this appears to be a problem for others as well.
Last edited by tirane; May 01, 2010 at 03:56 PM.
Reason: more info
IT WORKS!! ALL FACTIONS HAVE THEIR CORRECT ACCENT!
To think how much easier it would have been if I followed the directions right the first time.
well
I'm glad it works now
Originally Posted by tirane
How does it work? Does the game pull the files from the alternate files as well?
The game reads from the sound files. It will not read from lets say a descr_sound_accents_copy.txt.
If it works now, one or several files were missing before.
I modify a total Conversion like Third Age and i want to replace old Strat-Voices with completely new Voices.
But my Problem is: If i give the Faction the Mongolian Accent and Change the Path + Place the mp3-Files, the Faction be totaly quiet.
If i let them by the English Accent and replace in the Folder-Structure a specific Voice-File with a new one, there aren´t any change Ingame.
I try many things but nothings seems to help.
Its... confusing.
I don´t know the Problem and i would be happy about any help
Third Age Member (Fellowship-Scripter) Under the Patronage of MasterBigAb
I modify a total Conversion like Third Age and i want to replace old Strat-Voices with completely new Voices.
But my Problem is: If i give the Faction the Mongolian Accent and Change the Path + Place the mp3-Files, the Faction be totaly quiet.
Why do you change the path of where the .mp3 files are placed in?
I suggest to never change the path of where the files are saved in, but save the files in the folders mentioned in the .txt files.
When a faction is quite after changes are done, this can be caused by:
.dat and .idx files have not been deleted before the start of the game
not all soundtext files are in the data folder
wrong soundfile format
typos
&c. pp.
Originally Posted by Amon Amarth 93
If i let them by the English Accent and replace in the Folder-Structure a specific Voice-File with a new one, there aren´t any change Ingame.
Have you deleted the voice.idx, voice.dat, events.idx and events.dat files? You always need to have them rebuilded by the game after every change!
Why do you change the path of where the .mp3 files are placed in?
I would create a new Folder-Structure which is more practical and clear to use. I do this, bevause i have to make all Voice-Sounds new and its a lot easier if i have for every faction a specific folder, for example.
Unfortunatly it don´t work with the native parts also.
.dat and .idx files have not been deleted before the start of the game
not all soundtext files are in the data folder
wrong soundfile format
typos
&c. pp.
All that i have checked a hundred times and have it done.
Have you deleted the voice.idx, voice.dat, events.idx and events.dat files? You always need to have them rebuilded by the game after every change!
And here it´s the part of the .txt File. The Assassin-Entry from the Mongolian Accent:
Spoiler Alert, click show to read:
Code:
type Assassin
vocal Death_Cry
event delay 0
folder data/sounds/Stratmap/ods
SVM_19_DEAD.mp3
end
vocal Entering_City
event delay 0 pref SFX volume 0
folder data/sounds/Voice/Human/Generic
door.mp3
end
vocal Exiting_City
event delay 0 pref SFX volume 0
folder data/sounds/Voice/Human/Generic
door.mp3
end
vocal Joins_Army
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Leaves_Army
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Movement_BlackOps
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_03.mp3
DIA_RITUALDEMENTOR_19_06.mp3
DIA_RITUALDEMENTOR_19_05.mp3
DIA_RITUALDEMENTOR_19_04.mp3
SVM_19_DIEENEMY.mp3
end
vocal Mission_Scroll
event
folder data/sounds/Stratmap/ods
SVM_19_DIEENEMY.mp3
end
vocal Movement_Sabotage
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_03.mp3
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Movement_Completed
event
folder data/sounds/Stratmap/ods
SVM_19_AARGH_2.mp3
end
vocal Movement_Disembark
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Movement_Embark
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Movement_Ordered
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Movement_Ordered_Illegal_Move
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Selected
event
folder data/sounds/Stratmap/ods
SVM_19_AARGH_1.mp3
SVM_19_AARGH_2.mp3
SVM_19_AARGH_3.mp3
end
vocal Select_Ally
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_05.mp3
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Select_Neutral
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_05.mp3
DIA_RITUALDEMENTOR_19_04.mp3
end
vocal Select_Enemy
event
folder data/sounds/Stratmap/ods
DIA_RITUALDEMENTOR_19_03.mp3
DIA_RITUALDEMENTOR_19_06.mp3
DIA_RITUALDEMENTOR_19_05.mp3
DIA_RITUALDEMENTOR_19_04.mp3
SVM_19_DIEENEMY.mp3
end
When i try the other was and replace a existent Voice (this one: )
Spoiler Alert, click show to read:
Code:
vocal Selected
event
folder data/sounds/Voice/Human/Localized/Camp_Map
English_Assassin_Selected_1.mp3
English_Assassin_Selected_2.mp3
English_Assassin_Selected_3.mp3
end
I create the folder-structure in the Mod... but nothing change. The Assassin has the old Voice if i selected him.
And i don´t forgett to delete the files.
Any idea?
Last edited by Amon Amarth 930; May 14, 2010 at 03:32 AM.
Third Age Member (Fellowship-Scripter) Under the Patronage of MasterBigAb
I would create a new Folder-Structure which is more practical and clear to use. I do this, bevause i have to make all Voice-Sounds new and its a lot easier if i have for every faction a specific folder
Actually that could be the source of your problem. But I don't know for sure, all I know is, that I've never changed the directories and hence never have run into such problems. You know, if it's not broken, don't try to fix it...
The file is 100% ok
Just included it into my files and it works like a charm.
So there must be an issue either with the folder structure you've created or with the coding you did (some spaces/tabs?) or with your .cfg file, which has io file first I guess?!