Hi everyone
Xenophonia is/was an as of 2008 discontinued mod-project to include each Medieval 2 factions' native tongue to the game to get rid of the english accents. You can find each and any information about it here http://xenophonia.ngst.nu/readme.html and here http://www.twcenter.net/forums/forum...256-Xenophonia .
They did never include any "real" voices to my knowledge. But what they did was to include sound sets from localized versions of Medieval 2 to the associated factions making for example Venice's units and characters speak Italian and the HRE speak proper German (sounds taken from the Italian/German version of Medieval 2).
In short, what Xenophonia changes:
- The Teutonic Order and the Holy Roman Empire will speak "imperial" German
- Denmark and Norway will speak "neutral" German
- Venice, Genoa and the Pope will speak Italian
- Aragon, Leon will speak Spanish
- Kiev and Novgorod will speak Russian
- France and Jerusalem will speak French
- All other factions remain unchanged
DISCLAIMER: I am not affiliated with Beiss or the Xenophonia mod team nor did I create any of the mods' content. I have not chosen which faction speaks which accent. I have merely modified the required txt-files to integrate Xenophonia into SS 6.4. Please refer to the Xenophonia homepage or the twcenter.net forum of Xenophonia for all questions you have about the mod which go beyond the files I provide here.
Since the mod was only intended for vanilla MTW2, it doesn't work with Stainless Steel without some modifications. Someone made Xeno work with SS 6.1 some time ago but since 6.1 is very different from 6.4 his old modifications don't work anymore. I have now dug into the files and made them work for SS 6.4
Compatibility: As far as I know, this only works with a clean install of SS 6.4 "out-of-the-box" and only with a English version of MTW 2. I have not tested this with any sub-mods and I can guarantee that if you use any sub-mod which adds or changes factions this won't work and most likely screw up your game. ALWAYS BACK-UP EACH AND EVERY FILE YOU ARE WORKING WITH!
Installation:
- Install Xenophonia 2 as instructed (see the Xenophonia homepage for links and instructions).
- Copy the mods/xenophonia/data/sounds/voice folder over to your Stainless Steel voice folder
- Copy the txt files I provide here. the "data" files go in your SS 6.4's data folder, the "text" files go into data/text
- Go to mods/SS/data/sounds and delete/rename the "events.idx" "events.dat" "voice.idx" and "voice.dat" files.
- Start SS 6.4 as usual. This will take up to 10 minutes since the game will repack the voice files which came with Xenophonia.
- If you reached the main menu without a crash you should be good to go. But you have to quit the game now without doing anything!
- Done
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I have included back-ups of the clean SS 6.4 "data" files. The "text" files are optional (depends on if you are using subtitles) and should be back-upped if you use them.
KNOWN ISSUES:
Since SS 6.4 adds a ton of new units, these units will become "mute" after these modifications as in they'll miss their generic unit feedback when clicked on ("heavy infantry!" for example). This can be fixed by adding the unit type to the associated "descr_sounds_unit.txt" file but this is a lot of tiring copypasta work. I don't mind missing the generic feedback voice though I have made these modification for the Scandinavian factions, HRE, France and the "Rus" factions.
Subtitles as well as some diplomacy texts may bcome corrupted, displaying a line of code in them. Since I did not write any of the subtitles I don't know what causes this but it won't affect gameplay in any way.
These changes are fully savgame compatibel and I have tested these in campaigns with the HRE and Norway and I have not encountered any CTDs or the like, though I cannot guarantee anything. Use this at your own risk![]()


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