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the Action Acknowledgement 1 sound should use the that we modified in the previous step. This bit in the tp2 is telling WeiDU to use strings from the tra file, e.g.
#Handy note vanilla rares series#
If the soundset is for English, no change is needed.Īround line 23, you'll see a series of lines like At line 18, edit this line if your soundset is not for English:ĬOPY ~%MOD_FOLDER%/sounds~ ~lang/en_us/sounds~ // change en_us to the appropriate language folderĬhange that en_us as appropriate for your language. Next open up cd_soundsets.tp2 with a text editor.
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Text inside brackets is ignored by the engine when the game is being played, so either one of these options would play the grunt without text. your damage sound is just a grunt, you can use either one of these = ~~ = ~~ One more trick for the tra file is that if you want no text for a sound, e.g. The first line is associating the text between the tildes-in this case "action sound 1"-with the sound file named in the brackets-in this case bobi.wav-to a WeiDU string named If you're making a soundset named Tough, for example, and your first action sound is "Let's do this!" then you modify to = ~Let's do this!~ Open up english/a and you'll see stuff = ~action sound 1~ = ~action sound 2~ = ~action sound 3~ >
#Handy note vanilla rares how to#
With the sound files in their proper folders, we'll move on to how to associate text with them. These sounds, unlike the 'core' sound set, should be placed in the 'wav' folder in the tool. * The third and fourth rare action sounds are supported in IWDEE only. XXXXXXX^.wav: Rare Action Acknowledgement Selected 5 XXXXXXX&.wav: Rare Action Acknowledgement 3* While the extended sounds can use any naming convention, this is what I've been using internally for the extended soundset files: You should follow the naming convention for the simple sound set, above, and place those wav files into the 'sounds' folder in the tool.
#Handy note vanilla rares mod#
The macro in the attached mod will create these strings and slot them into their proper place in charsnd.2da for you. The rest of the tutorial will be using this mod.Ĭharsnd.2da simply matches a normal game string, with associated sound file, to a slot. As of the 2.6 patch, this 2da is being standardized across platforms to make adding soundsets even easier, and I've written a small mini-mod to assist players or modders who want to add soundsets to the game.
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The EEs support additional sound slots and text for the sound files through the use of charsnd.2da. You do not need to have all 36 of these files for the soundset to be available in the game. * Though these are listed in the IDS files and elsewhere as selection sounds, the rare sound files are action sounds.
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XXXXXXXy.wav: Rare Action Acknowledgement 2* XXXXXXXx.wav: Rare Action Acknowledgement 1* XXXXXXXw.wav: Reaction to Party Member Death For example, if you want to name your soundset Tough, then your files would be named tougha, toughb, toughc, etc. Pick a name for your soundset (up to seven letters) and then append the proper letter or number to assign it to the correct slot. The files themselves are the same as other wav files in the game-proper wav files or ogg files renamed as wav files. Replace XX_XX with the name for your language (English is en_us, for example). I've left the rest of this post unchanged.Īdding simple soundsets is fairly straightforward for the EEs: drop some properly named files into the lang/XX_XX/sounds in your game folder and you're good to go. As such I've updated this post and the tool the updated version of this guide can be found on G3. UPDATE: I wrote a lot of this while 2.6 was still in development, and (as noted in the replies) it varies slightly from the 2.6-as-released.
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