no the mod is only 1.3 compatible do to changes which added additional lines to the entity files.
Alpha, which ar eyou trying to do exactly?
hey guys quick question.i am wanting to make some changes to the sound(namely the psy order/federation voice over...i want to replace the ogg files with some of my own).do i have to change them out of the primary s.o.a.s.e sound folder or is there a way i could layer them directly into the mod so that they turn off when i turn the mod off?if i get this sorted i will share my work n let you guys see what you think...
thanks for the hard work mod team big upz
b
cloak0002,
all you have to do is place the ogg files in the sound folder of the mod, then the changed sounds will be enabled with the mod and disabled with the mod
harpo
yeah but i want to change the psy-order female voice over to the traditional enterprise computer and the files for the psy order voice over are in the the original sins folder...and i am not even sure i am gonna do it cause i don't have enough oggs to cover all of it
AMEN!!!!!!!
cloak the files in the mod are used, then lower mods,then entrenchment and last sins, so place the sounds you want in the mod and no problems
the files i needed to change aren't in the mod folder they're in sins itself.got most of it done to quite an awesome effect...replaced the psy order zealots voice with mrs roddenberry's(federation computer standard).i was wondering..if i delete some sound files outright it won't cause a crash when it tries to roll the event will it?srry...that psionic broad's voice really annoys me lol.there will be some files i can't overdub as there are no files that match it from the pool of samples i am using so for overall effect i was just gonna delete them.most of them tho match up as per event.
if anyone is interested in adding the voiceover files as well i can compile/send them.makes playing all that more immersive.
GolAjantis, I love that picture you got going there, if I am correct it is the barbarian from Icewind Dale (or was it Neverwinter Nights I am thinking of?).
I know that the modders here are interested in getting some sounds. It says in the initial post, "music and sound contributions, especially the voice overs are welcome, please no picard, janeways, etc," so if it is the "Federations Computer" voice, they might want it (if at worse, you submit it and they just decline). Also, I am interested in them so if you want to just send me the .ogg batch files I can make them work myself (pfcstrickler@yahoo.com).
cloak,
I also would like to obtain the files.
could post them at a filehosting site so that those that want them can download them?
ok i've posted the rar here http://www.zshare.net/download/654923493793293e/
as far as i know(what worked for me)is you have to unrar these into your s.o.a.s.e sounds folder.probably be best to make back ups before...
list of changes:
pirates launched:spacial anomaly detected
pirate raid imminent:transwarp signatures detected
player fleet arrival:yellow alert
inbound hostile forces:enemy ships detected
hostile forces arrive:red alert
player attacked:enemy engaged
planet attacked:our planet is under attack
building finished:station complete
research complete:research complete
another planet joins the unity:colonization succesful
the unity has grown silent on one of our planets:planet lost
capship lost:you have lost the enterprise
capship shields lost:engines have taken severe damage,losing shields
capship heavy damage:uss willard...lifesupport systems critical,engineering nearly destroyed
be aware the last two sound pretty low esp amidst the heat of battle.i feel that that's more realistic(in the movies you can always barely hear the comms from damaged ships).i tried to encode them at a higher bitrate to increase volume but to no avail.you may want to open the rar anhd check them for yourself before overdubbing.AND MAKE BACK UPS.
i am going to try to do the not enough latinum/metal/dilithium and a number of other changes later today.may get into ogg editing to sort out as much of the rest as i can...then will work on klingons,roms,doms,and our favorite swedes, as well.as i said i am using a very limited pool of resources so if anyone is down to toss me stuff they've got i'd love to use it.i'm sure most of you can guess where i am pulling this stuff from hehe...
stay cool,
cloak002 dont waste your time in doing borg sounds / ogg files as they have allready been done.
From what i have seen so far, these guys could be charging money for this mod. I know they don't need anyone else to defend them, but logic needs to kick in eventually.
For some reason nowadays every game/mod has it's immediate dissenters, whatever the issue might be. Some games have complainers before it's even released. It's just a disgrace. Especially when a team is continually working to better it ON THEIR OWN TIME.
All i can say is when i made my first constitution class vessel, all i did was spend 10 minutes at close up view just spinning the camera around it......and then a miranda class......sigh.......makes me wish i was on it.
Of course, i had to fire torpedoes........brings back memories of watching the original series....(which i do every sunday morning when i get home from work) and the movies.
Then again, i used to have some of the comic books, and of course the Star Trek bridge with the Kirk and Spock action figures...those blue phasers rocked, btw.
Anyways, sorry i digressed. I think that those who aren't complaining are those of us who really love it enough to care that we have gotten much more then we deserved.
Don't know what you are talking 'bout cloak002 since it would probably be best for you to place these sounds in the mods sound folder. That's where the mod pulls it's initial files from, and goes to the original entrenchment file when it can't find what it is looking for there (believe me, I already tried this and it works just fine). Best part about placing them in the mods sound folder is that you DON'T have to backup any of these (since the creators never placed sound files with these names in there the mod is preset to derive these sounds from these names).
I can see what you were talking about with the last two sound files being a little sketchy, but there are sound programs that can allow you to change the quality of these (don't know of any "off the bat", but I do know they exist if you are willing to do that yourself), but you DEFINITELY need to pass these on to the crew, because some are good (research complete, station complete) and some are not so good (spacial anomaly detected, transwarp signatures detected) imo but all show real potential and it should be up to these guys whether to accept them.
Cloak, don't worry about the Latinum/metal/dilithium ones, as I sent them in a while back (from the Armada 2 game). Loki said they already had them though, so yeah, no point in wasting your time finding them .
I was looking to play this mod for long time. But game crash every time I try to apply the enabled mod.I have 1.03 entrenchment version and try to install 0.3e.101 thanks in advance
Can we change one of the resources (say, metal) to be called COWBELL? Thatway, when you don't have enough we can have Christopher Walken saying "I gotta have more COWBELL"??
http://thetravisty.com/Saturday_Night_Live/wmv/Blue_Oyster_Cult_%28More_Cowbell%29.htm
My problem seems to be that game "Failed to Create D3DX Effect" and cant open source files. Please help, I am really desperate.
Aurelius_X please for the love of god actually read what it says at the top
"You require 0.3E.1 installed before you apply the patch files."
aka download both of the files that is why you are getting errors
I downloaded both! I can read. And I did what was in the readme. But still, I cant get it to work.
does it work pre patch?
No. Here is one of the many error lines:
"Failed to Create D3DX Effect 'C:\Documents and Settings\Aurelius\Local Settings\Plication Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\SoA2 03E1\PipelineEffect\SetupDefaultStates.fx'...(1,1): error X1507: failed to open source file: 'C:\Documents and Settings\Aurelius\Local Settings\Aplication Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\SoA2 03E1\PipelineEffect\SetupDefaultStates.fx'"
That go for all of the files in PipelineEffects.thanks for fast reply
Delete the entire mod.
Re download SoA 2 0.3E1 install that check if it works
Then download the patch SoA 2 0.3E1.1 install check if it works
You are the only person who has gotten this error, so i am guessing you have a bad install.
Well, I had same problem with previous version of SoA and all other mods.I bought game through Impulse and redownloaded and reinstall it couple times.So its just bad luck?
interesting that its asking you for the pipeline effect folder when it should not. Its like it lost the mapping to the original SINS folder where those reside. first try to go to the entrenchment folder of sins, copy the pipeline folder to the SoA2 folder and try to relaunch, if it works you need to reinstall your game if it does not, please open a ticket.
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