How to add custom SOUNDS through a mod?

ambrox62

Emperor
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Mar 24, 2005
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I'm trying to add custom sounds (speech audio file for world wonder) through a mod, but all my attempts have gone wrong :(

I wonder if anyone has succeded in such task.
Thanks
 
Same here I'm afraid...

On a related note, I've also been unable to assign music to a new civilization, which is pretty annoying as the menu music just keeps going :(
 
I rebump the thread because I wish to share my failed attempts in order to play sounds through a mod, in case anyone else could find it usefull.

My goal was to play a "dawn of man" speech for a custom civ.
Zxypsilon gently produced the mp3 speech.
I wrote the two custom dawnofman xmls following the guidelines of the vanilla ones.

In modbuddy I've tried lots of combinations without success.
I've set "import into VFS" flag true/false and "onmodactivate" properties yes/no in every combo among them;
I've moved files in every path inside the mod (root, folder, subfolder);
I've named and renamed files like vanilla ones or in a different manner;
I've also replicated the same working architecture seen for units:
no results.

The only way to play custom sounds has been to replace vanilla xml files in their working folder, placing the mp3 in the english "dawn of man" subfolder. But it isn't modding. On the other side, it means for sure that custom files I used were good.

It seems that CiV completely ignores customized audio and scripts in a mod.
I avoid to express my public evaluation about 2K...
 
It's a "Complex" set of careful edits to a *HUGE* number of files...

The executable verifies if *ALL* necessary assets are present (XML-Schemas, Speech_Shared, Multiple Localizations included, btw) for any given Civs.
Not only that, the DBs must be updated with new groups defined in the extra Defines.

Some of the Mp3 themselves (even if they aren't VFS'ed) are off-looping purposely since the Miles filtering function "Modifies" the standard accessing patterns. The flow is recompiled at runtime while the executable compensates via a default routine (unknown to modders).

If you are *ADDING* Civs, it becomes a matter of providing supplemental references through Defines & other coding acrobatics... but if you simply replace existing ones, *ALL* assets must be created.

EntryPoints within ModBuddy allow for both the above processes to take place.
 
The executable verifies if *ALL* necessary assets are present

It means that the exe decides the scripts to load, excluding the ones in the mods, right? Why don't open the door to modders also?

I made further test.
I replicated in my mod the same folders structure of the mongol DLC. After lots of test, I've realized that custom scripts are always ignored, while mp3 files flagged as "import into VFS=true" are seen instead. Custom scripts are ignored also if you put them in the mongol DLC folders, while, very curiously, you can move the mongol scripts everywhere inside the DLC folder manteining their visibility.

In other words, you may include mp3s in your mod, but you can play them only replacing original scripts (both in vanilla or DLC subfolders)
 
Ah, but DLC have a "Different" infra-structure.
Providing for scripts is more about linking miscellaneous assets *FROM* their own folders -- but, within the Steam overlay verifier. Indirectly, it is an extra Config.ini specifically devised to maintain assets on a regular exe call *TO* runtime stackspace.

Example; if you were to create a scenario method (Such as Polynesia) to replace the Iroquois_Aztec_India pool with some real leaders similar to Kame-- you'd need to refer new assets within the packaged MOD of a DLC context.

As my earlier point made, the ADD or REPLACE elements comes into play and if a single item is missing (by script or otherwise, btw) the whole project can fail Steam verification.
Even more so once the usual auto-updates start fooling around with installed files.

In conclusion, it's not that Modding everything isn't allowed -- it's that specific ModBuddy conditions (and minimal features) aren't available or were simply kept away from us.

Given the extensive knowledge & skills some of us already have, it's only a matter of time until *WE* find what we need to do whatever is necessary.

Firaxis told everyone *THIS* Civ version will be the most moddable ever - should i insist.
We're still waiting and not for the silly DLL only, btw.
 
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