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Thread: To combine xenophonia with other mods

  1. #1
    finneys13's Avatar *Insert Generic Title*
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    Default To combine xenophonia with other mods

    I have xenophonia installed and working fine with all languages with vanilla M2TW. I just want a guiding hand next.

    I'm using the WinningCombo mod, which uses the batch file to start with the ~io-switch command. The mod doesn't change the sound files. But when I do play the mod, only the French and Germans speak their tongue and the Danes German English. How do I make the others speak their tongues?

    I see a selection of text files in the data/sounds folder, are some of them meant to be moved?

  2. #2

    Default Re: To combine xenophonia with other mods

    I see a selection of text files in the data/sounds folder, are some of them meant to be moved?
    Maybe! But I'm not sure!
    Tira 'cchjiù nu pilu é cunnu ara 'nchjìanata 'ca 'na parigghjia e voi ara scinduta!!!

  3. #3

    Default Re: To combine xenophonia with other mods

    Hey how is everyone doing. First i would like to say that i think this is a real nice mod because i think the game is more authentic with th people speaking their native language, but i have a small problem. I dont no what i did wrong but i followed the instructions step by step, but when i play the game i here two sets of languages for example: when my spanish generals is making his Pre-Battle speach I hear not only spanish but Scottish two then 1 minute into the battle the game crashes. Also for the Islamic nations they dont speak Arabic they speak German Broken English from the original sounds. When I go into the Voice foulder in the MTW2/Data/Sound foulder and play the Arabic files it is German Broken english. Please get back to me when ever you can Thank you.

  4. #4
    finneys13's Avatar *Insert Generic Title*
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    Default Re: To combine xenophonia with other mods

    Sounds like you installed it wrong, uninstall and then reinstall then.

    Also in the wrong thread

  5. #5

    Default Re: To combine xenophonia with other mods

    hahaha yeah i noticed that right after i sent it I'll try that thanks for the help

  6. #6
    Beiss's Avatar Nemo nascitur...
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    Default Re: To combine xenophonia with other mods

    Quote Originally Posted by finneys13 View Post
    I have xenophonia installed and working fine with all languages with vanilla M2TW. I just want a guiding hand next.

    I'm using the WinningCombo mod, which uses the batch file to start with the ~io-switch command. The mod doesn't change the sound files. But when I do play the mod, only the French and Germans speak their tongue and the Danes German English. How do I make the others speak their tongues?

    I see a selection of text files in the data/sounds folder, are some of them meant to be moved?
    I haven't tried combining the mod with anything else myself, but I think you need to copy events.dat and events.idx into the winningcombomod\data\sounds folder (I don't know what the winningcombomod folder is really called, but you know what I mean). Maybe the WinningCombo mod comes with these files built-in, and in this case, you must replace the existing ones with the ones that Xenophonia creates during its installation (i.e. the ones that are in your m2tw\data\sounds folder after Xenophonia has been sucessfully installed and tested).

    So basically, if Xenophonia works when not running the winning combo mod, just copy the events.dat and events.idx from the m2tw\data\sounds folder to the m2tw\winningcombomod\data\sounds folder, overwriting the ones that are already there.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  7. #7
    finneys13's Avatar *Insert Generic Title*
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    Default Re: To combine xenophonia with other mods

    Quote Originally Posted by Beiss View Post
    So basically, if Xenophonia works when not running the winning combo mod, just copy the events.dat and events.idx from the m2tw\data\sounds folder to the m2tw\winningcombomod\data\sounds folder, overwriting the ones that are already there.
    That works perfectly, maybe make it a sticky so people know how to do it.

  8. #8

    Default Re: To combine xenophonia with other mods

    i am also using combo mod and am going to try this rite away!
    I can only hope that it is save game compatable?

  9. #9
    Beiss's Avatar Nemo nascitur...
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    Default Re: To combine xenophonia with other mods

    Xenophonia is definitely save game compatible.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  10. #10

    Default Re: To combine xenophonia with other mods

    hooraay

    this is an essential mod, kinda like darthformations was for rtw, and all the modmakers should be building this stuff into their mods, (with permission of course) becuz it adds major realism without changing much.
    Last edited by Hells Bells; January 14, 2007 at 02:27 PM.

  11. #11
    Beiss's Avatar Nemo nascitur...
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    Default Re: To combine xenophonia with other mods

    Yeah. Combining Xenophonia with any other mod should be really easy. I always wanted it to be used by the major mods - that's part of why I started it.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  12. #12
    finneys13's Avatar *Insert Generic Title*
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    Default Re: To combine xenophonia with other mods

    I wanted to combine your mod with the new Portvcale one.

    I moved the two events files from data/sounds to portvcale/data/sounds as I usually do for mods, always works.

    Then I went into descr_sounds_accents.txt and changed it as so:

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;

    accent English
    factions england

    accent Scottish
    factions scotland

    accent French
    factions france, elo

    accent German
    factions hre, denmark

    accent Mediterranean
    factions byzantium, portugal, slave

    accent East_European
    factions hungary, boe, lit

    accent Arabic
    factions turks, moors, egypt

    accent Mongolian
    factions mongols, timurids, aztecs, cum

    accent Spanish
    factions spain, normans, saxons

    accent Russian
    factions russia, poland, nov

    accent Italian
    factions milan, venice, sicily, papal_states, pisa, gen

    I started a game as the Danes, and every faction basically is speaking the wrong language, even the French are speaking German, the English French, HRE Spanish, Milan English, Venice Italian, etc., there is no order to it.

    What have I done wrong?

    The new factions should be all correct, was careful moving them around and that is their 'mod' names.

    The vanilla game is working perfectly, English speaking English, Spanish speaking Spanish, etc.
    Last edited by finneys13; March 02, 2007 at 03:35 PM.

  13. #13
    Beiss's Avatar Nemo nascitur...
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    Default Re: To combine xenophonia with other mods

    Hm. This is very interesting. I don't have any experience with adding new factions - only adding new accent groups. Editing the file above should be all that's necessary to make it work.

    Although I'm not sure if you can simply copy events.* and then edit one of the text files afterwards, as you say you did. Have you tried editing the text file first, then removing events.*, starting the game, and then copy the new events.* into the mod folder?

    Keep me updated on this.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  14. #14
    finneys13's Avatar *Insert Generic Title*
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    Default Re: To combine xenophonia with other mods

    Just done that, just the same as before, English speaking French, etc. The strangest thing is that Venice/Papal/Sicily speak Italian as they should but Milan/Genoa speak another language, same with the Spanish speakers.

    Also the Byzantine princess spoke like a Muslim diplomat, but I guess that is because the Byzantines speak Muslim now and the Muslims have no princesses.

    Edit - I started a new game as Navarre, same results, English speaking French, etc.
    Last edited by finneys13; March 02, 2007 at 04:48 PM.

  15. #15
    finneys13's Avatar *Insert Generic Title*
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    Default Re: To combine xenophonia with other mods

    Works perfectly now, go to the Portvcale mod and follow what we did, the modder there edited some files, I edited sounds_accents, deleted all events.* files and let the game rebuild them, start a new game, people speak proper.

  16. #16
    Beiss's Avatar Nemo nascitur...
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    Default Re: To combine xenophonia with other mods

    Ok, thanks. Definitely will look into this, since I'll be helping with adding new speech to mods that add new factions.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  17. #17

    Default Re: To combine xenophonia with other mods

    Hello!

    Great Work guys!

    I'd like to combine the Xenophonia with Clouds Across Empire 1.2 mod. I can't work it out, how to do that.

    Need help!


    Peace

  18. #18
    HaveFallen's Avatar Centenarius
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    Default Re: To combine xenophonia with other mods

    I add this mod to Stainless Steel, but I will ask for permission first...Can I? And if I can I may need help.
    If I can't cheat, how will I get through school???

  19. #19
    Beiss's Avatar Nemo nascitur...
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    Default Re: To combine xenophonia with other mods

    "Permission"? You can add this mod to any other mod without asking anyone. But if it's implemented in an official version, we expect to be fully credited, of course.

    tonytouch, does Clouds Across Empire add new factions?
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  20. #20

    Default Re: To combine xenophonia with other mods

    Hi,

    Beiss, sure it is! Clouds Over Europe adds 5 new factions. What should I do then?

    //EDited

    tonytouch, does Clouds Across Empire add new factions?
    Is there any way to make it work then?

    Cheers
    Last edited by tonytouch; July 19, 2007 at 04:31 PM.

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