Sadly enough, you'll have to do the whole unpack and repack procedure. The rest is easy though - just change the filename you find under the unit you want to change in the EDSUV to the name of the file you wish to use instead (or simply replace the original file).
Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri
thank you...
but it didnt help.
i did one thing not, you had in the tutorial
and that is restarting the game twice after re-packing...
but there are still no voices, and even stupid weird errors
for example i cant hear the sound which comes,
when you click on an enemy to attack.
nothing, just the sound of the horses
im sorry to say it that plain but i did exactly what you write above under the section : "Enabling speech for a new unit " so i dont know what i did wrong.
what might be helpful is that i use americas...
and not the normal mtw2 for my mod.
so i unpacked the sound there in my mod,
made the entry in the edsuv...
like you described...
then i put the "voice" folder in the
data/sound and put my new files in the right section,
then i deleted the voice.dat and .idx and the events.dat and idx.
started game (he didnt took any time for calculating he started the game normally )
and then i clicked quit, and did nothing else,
restarted and made a battle, and then there were the bad problems...
Alright. Delete those files again, run the game, and when you hit the main menu, quit the game, look for a file named system.log.txt and search it for "sounds". That should give you some clues. If not, post the file here and I'll take a look at it.
Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri
so.. finally i tried it again, delete files, quit game, start game again, try if the voice-sounds work, they do not work,
quit the game, watch the log, which not contains the word : "sound"
12:30:04.968 [system.rpt] [always] CPU: SSE2
12:30:04.968 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
12:30:04.968 [system.io] [always] mounted pack packs/data_0.pack
12:30:04.968 [system.io] [always] mounted pack packs/data_1.pack
12:30:04.968 [system.io] [always] mounted pack packs/data_2.pack
12:30:04.968 [system.io] [always] mounted pack packs/data_3.pack
12:30:04.968 [system.io] [always] mounted pack packs/data_4.pack
12:30:04.968 [system.io] [always] mounted pack packs/localized.pack
12:30:06.218 [script.err] [error] Script Error in mods/Colonialism_Total_War/data/descr_rebel_factions.txt, at line 452, column 21
rebel unit type 'Mounted Apache' not available to faction type 'Indian_Rebels' (see unit ownership)
12:30:06.265 [script.err] [error] Script Error in mods/Colonialism_Total_War/data/export_descr_buildings.txt, at line 73, column 129
unit(Town Militia) does not match up to the ownership for faction(nederland)
12:30:06.265 [script.err] [error] Script Error in mods/Colonialism_Total_War/data/export_descr_buildings.txt, at line 138, column 111
unit(Musketeers) does not match up to the ownership for faction(nederland)
thats my log after editing the sounds...with the original sounds it is the same...
or was it another file i should post here ?
I wasn't aware you were doing this under a mod. You have to make sure the sound text files are in the right folder, in your case, mods/Colonialism_Total_War/data/ rather than M2TW/data.
Is that your whole log file?
Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri
i made a picture for you so that you can see the names...
hope that it helps you by figuring out my problem... id ont know why ? i did everything right like in your tutorial...
but okay, this are the files...
1 question :
do i need the MTW2 Sound text Files installed ? i only installed the Kindoms sound text files...
but i have a own soundfolder in my mod, as you know...
a idea i just got...
Yeah, you need the original sound files too. All of the Kingdoms files are also in the original collection, but those won't work with Kingdoms, so don't overwrite the kingdoms ones you have already, or, unzip them again after you unzip the original ones, overwriting the originals.
Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri
i cant try it out at the moment because the stupid windows activation,
but thanks fpr the support a lot, and when it will not work i come back
u dont want to make a dutch accent for my mod, no ?
Assuming a modder has new sets of mp3s to use, and no concern for hard-drive space, what is preventing someone from adding more languages for the factions to be associated to? Is there a hard-coded limit?
If four new complete sets of voices for four different languages were added into the sounds/voices folder correctly(not just replacing/renaming vanilla sets), would the game cache them along with the rest normally?
Speaking re modfoldered changes; If only some new voices were added to an existing vanilla voice, would the game read those new ones in the sounds/voices mod-folder first, and instantly resort to vanilla versions if no custom mp3's are present for the others?