I counted the sound text files in my dev kit** - install it and have a look there, that has the full set.
** 41 files in total in the data folder, including the descr_skeletons file for the animation side of the kit.
I counted the sound text files in my dev kit** - install it and have a look there, that has the full set.
** 41 files in total in the data folder, including the descr_skeletons file for the animation side of the kit.
I finally figured out my problem and got the accent to work. Bouncing ideas off of you has been quite helpful. Many thanks, again.
One is glad to be of service
Mind describing what the problems was? It may help in future cases.
Sadly, it was something utterly simple that never crossed my mind until I started looking for that 40th sound file you mentioned. I had all of my sound files inside of a sound folder inside the date folder. When I realized that the 40th sound file that I thought was missing was an xml file that had always been with my unpacked game, it dawned on me that the sound text files needed to be placed directly in the data folder with that xml file. And it really was that simple, but the answer alluded me for too long.
Thanks for coming back with your solution, I should have said '40 files total'.
descr_sounds_db.xml - defines the factions that get 'one liners' before battle, eg the accents not covered in prebattle speeches (export_descr_sounds_prebattle.txt).
Do you have to start a new campaign, or does this work with an existing campaign?
EDIT: You do not have to start a new campaign after the accent modifications.
Last edited by Tintin2; August 04, 2021 at 12:19 PM.
Sig made by me, content from Broken Crescent.