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#1
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I had an idea to replace the unit sounds in the game (I wanted to play a prank on my brother).

Maybe someone knows how to do that?

If replacing music doesn't cause problems, then there are some questions here. As I understand it, all the sounds are stored in a file at the path HoMMV/data/sound.pak

The sound.pak file can be easily opened with any archiver, for example, Winrar, but when you open it, you see all sorts of nonsense. A large number of files with strange names and no format.

I was thinking of replacing the original sounds with my own, but it's impossible to figure out what to replace with what.

If there are any ideas, I would be glad to hear them.

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#2
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First, you need to go into data.pak, find the folder \Sounds\_(Sound)\Creatures - then come folders with faction names, and inside them folders with unit sounds

files in xdb format contain sound settings and THE NAMES OF THE SOUND FILES YOU NEED

for example, in the folder \Sounds\_(Sound)\Creatures\Haven\Peasant there is a file happy.xdb, and it says
<uid>8E412366-DB9F-4586-8635-32B090865984</uid>
which means the sound file in sound.pak is called 8E412366-DB9F-4586-8635-32B090865984, if you add .wav at its end it becomes a regular sound file
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#3
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fktifzobr@mail.ru
First, you need to go into data.pak, find the folder \Sounds\_(Sound)\Creatures - then there are folders with faction names, and inside them folders with unit sounds

The files in xdb format contain sound settings and THE NAMES OF THE SOUND FILES YOU NEED

For example, in the folder \Sounds\_(Sound)\Creatures\Haven\Peasant there is a file happy.xdb, and it says
<uid>8E412366-DB9F-4586-8635-32B090865984</uid>
which means the sound file in sound.pak is called 8E412366-DB9F-4586-8635-32B090865984. If you add .wav at the end of its name, it becomes a regular sound file

Thank you. I also searched around the internet a bit more thoroughly and found a guide on this same site. Here are the lines from that guide:

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A mod that changes sounds

Example:

1. Go into data.pak/Sounds/_(Sound)/Creatures/Sylvan/Druid/happy.xdb

2. There we learn that the needed file has the name "2A847EF6-49B8-402E-9728-1C97645F5C3B"

3. Go into soundsfx.pak/bin /Sounds/ and find the needed file and extract it.

4. Take your wav-file, for example, «I'll be back» performed by Arnie, give it the name "2A847EF6-49B8-402E-9728-1C97645F5C3B", pack it, preserving the folder structure.

In this case, when rejoicing in battle, Druids will speak in Terminator's voice saying «I'll be back»!!!

////

I have a question. Do I understand correctly that if I want to change a line, I create a separate folder, recreate the full folder structure as in the original. At the end of all this structure, I add the file responsible for the sound I need, and name it the same as stated in the xdb file in the data.pak folder?

Two questions arise here. Do I load the sound there in wav format, and then simply erase the .wav characters from the file name so it remains without an extension like the original?

And the second question. When I archive my work back into pak, can I name that archive whatever I want, as long as the structure inside the archive is preserved properly?

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#4
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Rasvetribka

 

I have a question. Do I understand correctly that if I want to change a dialogue line, I create a separate folder, recreate the complete folder structure as in the original. Then, at the end of this structure, I add a file that is responsible for the sound I need, and I name it the same as it is specified in the xdb file in the data.pak folder?

This raises two questions. Do I upload the sound in wav format there, and then simply remove the .wav characters from the file name so that it remains without a format, as in the original?

And the second question. When I archive my work back into a pak file, can I name this archive anything I want, as long as the structure inside the archive is preserved correctly?

yes, yes, yes
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#5
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fktifzobr@mail.ru
yes, yes, yes
Thank you very much. I figured everything out, and it all worked. I'm glad 😀