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	<id>https://wiki.twcenter.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Beiss</id>
	<title>TWC Wiki - User contributions [en]</title>
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	<updated>2026-06-20T14:04:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=17168</id>
		<title>Xenophonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=17168"/>
		<updated>2008-08-25T18:57:00Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod|mod=Xenophonia|modscreenshot=Xenophonia_sig.gif|platform=[[Medieval II: Total War]]|era=Medieval (or as underlying mod)|leader=[[Beiss]]}}&lt;br /&gt;
&lt;br /&gt;
Xenophonia is a mod for M2TW. It replaces several factions&#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far been accomplished by extracting sounds from the localized versions of the game and implementing them into the English version, replacing many samples and adding many more.&lt;br /&gt;
&lt;br /&gt;
The full list of changes is as follows:&lt;br /&gt;
&lt;br /&gt;
*The French speak French.&lt;br /&gt;
*The Germans (the Holy Roman Empire) speak (Imperial) German.&lt;br /&gt;
*The Danes speak (Royal) German.&lt;br /&gt;
*The Italians (Venice, Milan, Sicily, and the Papal States) speak Italian.&lt;br /&gt;
*The Russians and the Polish (and, optionally, the Hungarians) speak Russian.&lt;br /&gt;
*The Spanish (and, optionally, the Portugese) speak Spanish.&lt;br /&gt;
&lt;br /&gt;
Imperial German means the troops speak of a kaiser, and Royal German means the troops speak of a king.&lt;br /&gt;
&lt;br /&gt;
The current version of Xenophonia is only available for the English version of the game. Future releases will be made for compability with non-English versions as well as the Kingdoms expansion.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Xenophonia (form)|Xenophonia - Mod Registration Form]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
[http://xenophonia.ngst.nu/ Xenophonia Website]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/forumdisplay.php?f=256 Hosted Forum on TWC]&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1010 Download Hosted on TWC]&lt;br /&gt;
&lt;br /&gt;
[[Category:TWC_Hosted_Modifications]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5199</id>
		<title>User:Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5199"/>
		<updated>2007-05-03T09:26:52Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Beiss]] coordinates the [[Xenophonia]] mod project for M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Beiss&amp;diff=5198</id>
		<title>Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Beiss&amp;diff=5198"/>
		<updated>2007-05-03T09:26:30Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beiss coordinates the [[Xenophonia]] mod project for M2TW.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifex]][[Category:House of Wilpuri]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Beiss&amp;diff=5197</id>
		<title>Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Beiss&amp;diff=5197"/>
		<updated>2007-05-03T09:26:16Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beiss coordinates the [[Xenophonia]] mod for M2TW.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifex]][[Category:House of Wilpuri]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5196</id>
		<title>User:Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5196"/>
		<updated>2007-05-03T09:25:47Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Beiss]] coordinates the [[Xenophonia]] mod for M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5195</id>
		<title>User:Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5195"/>
		<updated>2007-05-03T09:25:39Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Beiss] coordinates the [[Xenophonia]] mod for M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5191</id>
		<title>Xenophonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5191"/>
		<updated>2007-05-03T09:20:24Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xenophonia is a mod for M2TW. It replaces several factions&#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far been accomplished by extracting sounds from the localized versions of the game and implementing them into the English version, replacing many samples and adding many more.&lt;br /&gt;
&lt;br /&gt;
The full list of changes is as follows:&lt;br /&gt;
&lt;br /&gt;
*The French speak French.&lt;br /&gt;
*The Germans (the Holy Roman Empire) speak German.&lt;br /&gt;
*The Danes speak German.&lt;br /&gt;
*The Italians (Venice, Milan, Sicily, and the Papal States) speak Italian.&lt;br /&gt;
*The Russians and the Polish (and, optionally, the Hungarians) speak Russian.&lt;br /&gt;
*The Spanish (and, optionally, the Portugese) speak Spanish.&lt;br /&gt;
&lt;br /&gt;
There is also an English and a Scottish speechpack for the English and Scottish factions to be used with the non-English versions of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1010 Download Xenophonia]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]][[Category:TWC_Hosted_Modifications]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5190</id>
		<title>Xenophonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5190"/>
		<updated>2007-05-03T09:19:47Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xenophonia is a mod for M2TW. It replaces several factions&#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far been accomplished by extracting sounds from the localized versions of the game and implementing them into the English version, replacing many samples and adding many more.&lt;br /&gt;
&lt;br /&gt;
The full list of changes is as follows:&lt;br /&gt;
&lt;br /&gt;
*The French speak French.&lt;br /&gt;
*The Germans (the Holy Roman Empire) speak German.&lt;br /&gt;
*The Danes speak German.&lt;br /&gt;
*The Italians (Venice, Milan, Sicily, and the Papal States) speak Italian.&lt;br /&gt;
*The Russians and the Polish (and, optionally, the Hungarians) speak Russian.&lt;br /&gt;
*The Spanish (and, optionally, the Portugese) speak Spanish.&lt;br /&gt;
&lt;br /&gt;
There is also an English and a Scottish speechpack for the English and Scottish factions to be used with the non-English versions of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1010 Download Xenophonia]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5189</id>
		<title>Xenophonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5189"/>
		<updated>2007-05-03T09:18:45Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xenophonia is a mod for M2TW. It replaces several factions&#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far been accomplished by extracting sounds from the localized versions of the game and implementing them into the English version, replacing many samples and adding many more.&lt;br /&gt;
&lt;br /&gt;
The full list of changes is as follows:&lt;br /&gt;
&lt;br /&gt;
*The French speak French.&lt;br /&gt;
*The Germans (the Holy Roman Empire) speak German.&lt;br /&gt;
*The Danes speak German.&lt;br /&gt;
*The Italians (Venice, Milan, Sicily, and the Papal States) speak Italian.&lt;br /&gt;
*The Russians and the Polish (and, optionally, the Hungarians) speak Russian.&lt;br /&gt;
*The Spanish (and, optionally, the Portugese) speak Spanish.&lt;br /&gt;
&lt;br /&gt;
There is also an English and a Scottish speechpack for the English and Scottish factions to be used with the non-English versions of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1010 Download Xenophonia]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5188</id>
		<title>Xenophonia</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Xenophonia&amp;diff=5188"/>
		<updated>2007-05-03T09:18:32Z</updated>

		<summary type="html">&lt;p&gt;Beiss: New page: Xenophonia is a mod for M2TW. It replaces several factions&amp;#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xenophonia is a mod for M2TW. It replaces several factions&#039; speech with their native languages, making them speak e.g. German, French or Italian instead of broken English. This has so far been accomplished by extracting sounds from the localized versions of the game and implementing them into the English version, replacing many samples and adding many more.&lt;br /&gt;
&lt;br /&gt;
The full list of changes is as follows:&lt;br /&gt;
&lt;br /&gt;
The French speak French.&lt;br /&gt;
The Germans (the Holy Roman Empire) speak German.&lt;br /&gt;
The Danes speak German.&lt;br /&gt;
The Italians (Venice, Milan, Sicily, and the Papal States) speak Italian.&lt;br /&gt;
The Russians and the Polish (and, optionally, the Hungarians) speak Russian.&lt;br /&gt;
The Spanish (and, optionally, the Portugese) speak Spanish.&lt;br /&gt;
&lt;br /&gt;
There is also an English and a Scottish speechpack for the English and Scottish factions to be used with the non-English versions of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1010 Download Xenophonia]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5187</id>
		<title>User:Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5187"/>
		<updated>2007-05-03T09:15:51Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coordinator of the [[Xenophonia]] mod for M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5186</id>
		<title>User:Beiss</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=User:Beiss&amp;diff=5186"/>
		<updated>2007-05-03T09:15:28Z</updated>

		<summary type="html">&lt;p&gt;Beiss: New page: Coordinator of the Xenophonia mod for M2TW.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coordinator of the Xenophonia mod for M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5185</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5185"/>
		<updated>2007-05-03T09:14:45Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire (and unfinished) article and the procedures and instructions contained are intended for usage with M2TW 1.1 only. &amp;quot;Archive&amp;quot; refers to dat/idx files.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for all samples and music in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file. In general, each of the files listed below is very intuitive and self-explanatory, meaning it won&#039;t take anyone a long time to figure out how it works.&lt;br /&gt;
&lt;br /&gt;
*[[descr_sounds.txt]]&lt;br /&gt;
*[[descr_sounds_accents.txt]]&lt;br /&gt;
*[[descr_sounds_advice.txt]]&lt;br /&gt;
*[[descr_sounds_battle_events.txt]]&lt;br /&gt;
*[[descr_sounds_engine.txt]]&lt;br /&gt;
*[[descr_sounds_enviro.txt]]&lt;br /&gt;
*[[descr_sounds_generic.txt]]&lt;br /&gt;
*[[descr_sounds_interface.txt]]&lt;br /&gt;
*[[descr_sounds_music.txt]]&lt;br /&gt;
*[[descr_sounds_narration.txt]]&lt;br /&gt;
*[[descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[descr_sounds_structures.txt]]&lt;br /&gt;
*[[descr_sounds_units.txt]]&lt;br /&gt;
*[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
*[[descr_sounds_units_anims.txt]]&lt;br /&gt;
*[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
*[[descr_sounds_units_charge.txt]]&lt;br /&gt;
*[[descr_sounds_units_collide.txt]]&lt;br /&gt;
*[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
*[[descr_sounds_units_fight.txt]]&lt;br /&gt;
*[[descr_sounds_units_fire.txt]]&lt;br /&gt;
*[[descr_sounds_units_idle.txt]]&lt;br /&gt;
*[[descr_sounds_units_march.txt]]&lt;br /&gt;
*[[descr_sounds_units_reform.txt]]&lt;br /&gt;
*[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
*[[descr_sounds_units_run.txt]]&lt;br /&gt;
*[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
*[[descr_sounds_units_voice.txt]]&lt;br /&gt;
*[[descr_sounds_weapons.txt]]&lt;br /&gt;
*[[export_descr_sounds_advice.txt]]&lt;br /&gt;
*[[export_descr_sounds_narration.txt]]&lt;br /&gt;
*[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as &#039;&#039;file_first.io&#039;&#039;. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. &lt;br /&gt;
&lt;br /&gt;
*If one exists, and is valid, the sound text files will be ignored. &lt;br /&gt;
&lt;br /&gt;
*If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. &lt;br /&gt;
&lt;br /&gt;
In order to make changes any of the archives, they must be renamed or moved to another folder so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result will be 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder. [[User:Beiss|Beiss]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category: MTW2Modding]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5147</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5147"/>
		<updated>2007-05-02T13:50:28Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* List of files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for usage with M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file. In general, each of the files listed below is very intuitive and self-explanatory, meaning it won&#039;t take anyone a long time to figure out how it works.&lt;br /&gt;
&lt;br /&gt;
*[[descr_sounds.txt]]&lt;br /&gt;
*[[descr_sounds_accents.txt]]&lt;br /&gt;
*[[descr_sounds_advice.txt]]&lt;br /&gt;
*[[descr_sounds_battle_events.txt]]&lt;br /&gt;
*[[descr_sounds_engine.txt]]&lt;br /&gt;
*[[descr_sounds_enviro.txt]]&lt;br /&gt;
*[[descr_sounds_generic.txt]]&lt;br /&gt;
*[[descr_sounds_interface.txt]]&lt;br /&gt;
*[[descr_sounds_music.txt]]&lt;br /&gt;
*[[descr_sounds_narration.txt]]&lt;br /&gt;
*[[descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[descr_sounds_structures.txt]]&lt;br /&gt;
*[[descr_sounds_units.txt]]&lt;br /&gt;
*[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
*[[descr_sounds_units_anims.txt]]&lt;br /&gt;
*[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
*[[descr_sounds_units_charge.txt]]&lt;br /&gt;
*[[descr_sounds_units_collide.txt]]&lt;br /&gt;
*[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
*[[descr_sounds_units_fight.txt]]&lt;br /&gt;
*[[descr_sounds_units_fire.txt]]&lt;br /&gt;
*[[descr_sounds_units_idle.txt]]&lt;br /&gt;
*[[descr_sounds_units_march.txt]]&lt;br /&gt;
*[[descr_sounds_units_reform.txt]]&lt;br /&gt;
*[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
*[[descr_sounds_units_run.txt]]&lt;br /&gt;
*[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
*[[descr_sounds_units_voice.txt]]&lt;br /&gt;
*[[descr_sounds_weapons.txt]]&lt;br /&gt;
*[[export_descr_sounds_advice.txt]]&lt;br /&gt;
*[[export_descr_sounds_narration.txt]]&lt;br /&gt;
*[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as &#039;&#039;file_first.io&#039;&#039;. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. &lt;br /&gt;
&lt;br /&gt;
*If one exists, and is valid, the sound text files will be ignored. &lt;br /&gt;
&lt;br /&gt;
*If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. &lt;br /&gt;
&lt;br /&gt;
In order to make changes any of the archives, they must be renamed or moved to another folder so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result will be 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5146</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5146"/>
		<updated>2007-05-02T13:40:53Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for usage with M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
*[[descr_sounds.txt]]&lt;br /&gt;
*[[descr_sounds_accents.txt]]&lt;br /&gt;
*[[descr_sounds_advice.txt]]&lt;br /&gt;
*[[descr_sounds_battle_events.txt]]&lt;br /&gt;
*[[descr_sounds_engine.txt]]&lt;br /&gt;
*[[descr_sounds_enviro.txt]]&lt;br /&gt;
*[[descr_sounds_generic.txt]]&lt;br /&gt;
*[[descr_sounds_interface.txt]]&lt;br /&gt;
*[[descr_sounds_music.txt]]&lt;br /&gt;
*[[descr_sounds_narration.txt]]&lt;br /&gt;
*[[descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[descr_sounds_structures.txt]]&lt;br /&gt;
*[[descr_sounds_units.txt]]&lt;br /&gt;
*[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
*[[descr_sounds_units_anims.txt]]&lt;br /&gt;
*[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
*[[descr_sounds_units_charge.txt]]&lt;br /&gt;
*[[descr_sounds_units_collide.txt]]&lt;br /&gt;
*[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
*[[descr_sounds_units_fight.txt]]&lt;br /&gt;
*[[descr_sounds_units_fire.txt]]&lt;br /&gt;
*[[descr_sounds_units_idle.txt]]&lt;br /&gt;
*[[descr_sounds_units_march.txt]]&lt;br /&gt;
*[[descr_sounds_units_reform.txt]]&lt;br /&gt;
*[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
*[[descr_sounds_units_run.txt]]&lt;br /&gt;
*[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
*[[descr_sounds_units_voice.txt]]&lt;br /&gt;
*[[descr_sounds_weapons.txt]]&lt;br /&gt;
*[[export_descr_sounds_advice.txt]]&lt;br /&gt;
*[[export_descr_sounds_narration.txt]]&lt;br /&gt;
*[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as &#039;&#039;file_first.io&#039;&#039;. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. &lt;br /&gt;
&lt;br /&gt;
*If one exists, and is valid, the sound text files will be ignored. &lt;br /&gt;
&lt;br /&gt;
*If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. &lt;br /&gt;
&lt;br /&gt;
In order to make changes any of the archives, they must be renamed or moved to another folder so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result will be 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_sounds_accents.txt&amp;diff=5145</id>
		<title>Descr sounds accents.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_sounds_accents.txt&amp;diff=5145"/>
		<updated>2007-05-02T13:39:54Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;descr_souns_accents.txt is one of the [[sound text files]] used to edit the sound in M2TW.&lt;br /&gt;
&lt;br /&gt;
It controls which factions use which soundset (&amp;quot;accent&amp;quot;, equivalent to Voice cultures in RTW) in the game. Moving a faction&#039;s name from one accent to another will make the faction speak the latter accent in the game. If you&#039;ve created a new faction in a mod, it will need to be added under one of the accents in this document, or it will be silent in the game.&lt;br /&gt;
&lt;br /&gt;
You can also create new accents, following the exact same layout as in the rest of the document. As opposed to RTW, there is no hard-coded limit to the number of accents in M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_sounds_accents.txt&amp;diff=5144</id>
		<title>Descr sounds accents.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_sounds_accents.txt&amp;diff=5144"/>
		<updated>2007-05-02T13:39:13Z</updated>

		<summary type="html">&lt;p&gt;Beiss: New page: This is one of the sound text files used to edit the sound in M2TW.  It controls which factions use which soundset (&amp;quot;accent&amp;quot;, equivalent to Voice cultures in RTW) in the game. Moving a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is one of the [[sound text files]] used to edit the sound in M2TW.&lt;br /&gt;
&lt;br /&gt;
It controls which factions use which soundset (&amp;quot;accent&amp;quot;, equivalent to Voice cultures in RTW) in the game. Moving a faction&#039;s name from one accent to another will make the faction speak the latter accent in the game. If you&#039;ve created a new faction in a mod, it will need to be added under one of the accents in this document, or it will be silent in the game.&lt;br /&gt;
&lt;br /&gt;
You can also create new accents, following the exact same layout as in the rest of the document. As opposed to RTW, there is no hard-coded limit to the number of accents in M2TW.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5143</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5143"/>
		<updated>2007-05-02T13:31:54Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* Loading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
*[[descr_sounds.txt]]&lt;br /&gt;
*[[descr_sounds_accents.txt]]&lt;br /&gt;
*[[descr_sounds_advice.txt]]&lt;br /&gt;
*[[descr_sounds_battle_events.txt]]&lt;br /&gt;
*[[descr_sounds_engine.txt]]&lt;br /&gt;
*[[descr_sounds_enviro.txt]]&lt;br /&gt;
*[[descr_sounds_generic.txt]]&lt;br /&gt;
*[[descr_sounds_interface.txt]]&lt;br /&gt;
*[[descr_sounds_music.txt]]&lt;br /&gt;
*[[descr_sounds_narration.txt]]&lt;br /&gt;
*[[descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[descr_sounds_structures.txt]]&lt;br /&gt;
*[[descr_sounds_units.txt]]&lt;br /&gt;
*[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
*[[descr_sounds_units_anims.txt]]&lt;br /&gt;
*[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
*[[descr_sounds_units_charge.txt]]&lt;br /&gt;
*[[descr_sounds_units_collide.txt]]&lt;br /&gt;
*[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
*[[descr_sounds_units_fight.txt]]&lt;br /&gt;
*[[descr_sounds_units_fire.txt]]&lt;br /&gt;
*[[descr_sounds_units_idle.txt]]&lt;br /&gt;
*[[descr_sounds_units_march.txt]]&lt;br /&gt;
*[[descr_sounds_units_reform.txt]]&lt;br /&gt;
*[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
*[[descr_sounds_units_run.txt]]&lt;br /&gt;
*[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
*[[descr_sounds_units_voice.txt]]&lt;br /&gt;
*[[descr_sounds_weapons.txt]]&lt;br /&gt;
*[[export_descr_sounds_advice.txt]]&lt;br /&gt;
*[[export_descr_sounds_narration.txt]]&lt;br /&gt;
*[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as &#039;&#039;file_first.io&#039;&#039;. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. &lt;br /&gt;
&lt;br /&gt;
*If one exists, and is valid, the sound text files will be ignored. &lt;br /&gt;
&lt;br /&gt;
*If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. &lt;br /&gt;
&lt;br /&gt;
In order to make changes any of the archives, they must be renamed or moved to another folder so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result will be 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5142</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5142"/>
		<updated>2007-05-02T13:31:32Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* Loading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
*[[descr_sounds.txt]]&lt;br /&gt;
*[[descr_sounds_accents.txt]]&lt;br /&gt;
*[[descr_sounds_advice.txt]]&lt;br /&gt;
*[[descr_sounds_battle_events.txt]]&lt;br /&gt;
*[[descr_sounds_engine.txt]]&lt;br /&gt;
*[[descr_sounds_enviro.txt]]&lt;br /&gt;
*[[descr_sounds_generic.txt]]&lt;br /&gt;
*[[descr_sounds_interface.txt]]&lt;br /&gt;
*[[descr_sounds_music.txt]]&lt;br /&gt;
*[[descr_sounds_narration.txt]]&lt;br /&gt;
*[[descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[descr_sounds_structures.txt]]&lt;br /&gt;
*[[descr_sounds_units.txt]]&lt;br /&gt;
*[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
*[[descr_sounds_units_anims.txt]]&lt;br /&gt;
*[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
*[[descr_sounds_units_charge.txt]]&lt;br /&gt;
*[[descr_sounds_units_collide.txt]]&lt;br /&gt;
*[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
*[[descr_sounds_units_fight.txt]]&lt;br /&gt;
*[[descr_sounds_units_fire.txt]]&lt;br /&gt;
*[[descr_sounds_units_idle.txt]]&lt;br /&gt;
*[[descr_sounds_units_march.txt]]&lt;br /&gt;
*[[descr_sounds_units_reform.txt]]&lt;br /&gt;
*[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
*[[descr_sounds_units_run.txt]]&lt;br /&gt;
*[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
*[[descr_sounds_units_voice.txt]]&lt;br /&gt;
*[[descr_sounds_weapons.txt]]&lt;br /&gt;
*[[export_descr_sounds_advice.txt]]&lt;br /&gt;
*[[export_descr_sounds_narration.txt]]&lt;br /&gt;
*[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as &#039;&#039;file_first.io&#039;&#039;. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. &lt;br /&gt;
&lt;br /&gt;
If one exists, and is valid, the sound text files will be ignored. &lt;br /&gt;
&lt;br /&gt;
If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. &lt;br /&gt;
&lt;br /&gt;
In order to make changes any of the archives, they must be renamed or moved to another folder so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result will be 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5141</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5141"/>
		<updated>2007-05-02T13:27:29Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* List of files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
*[[descr_sounds.txt]]&lt;br /&gt;
*[[descr_sounds_accents.txt]]&lt;br /&gt;
*[[descr_sounds_advice.txt]]&lt;br /&gt;
*[[descr_sounds_battle_events.txt]]&lt;br /&gt;
*[[descr_sounds_engine.txt]]&lt;br /&gt;
*[[descr_sounds_enviro.txt]]&lt;br /&gt;
*[[descr_sounds_generic.txt]]&lt;br /&gt;
*[[descr_sounds_interface.txt]]&lt;br /&gt;
*[[descr_sounds_music.txt]]&lt;br /&gt;
*[[descr_sounds_narration.txt]]&lt;br /&gt;
*[[descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap.txt]]&lt;br /&gt;
*[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[descr_sounds_structures.txt]]&lt;br /&gt;
*[[descr_sounds_units.txt]]&lt;br /&gt;
*[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
*[[descr_sounds_units_anims.txt]]&lt;br /&gt;
*[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
*[[descr_sounds_units_charge.txt]]&lt;br /&gt;
*[[descr_sounds_units_collide.txt]]&lt;br /&gt;
*[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
*[[descr_sounds_units_fight.txt]]&lt;br /&gt;
*[[descr_sounds_units_fire.txt]]&lt;br /&gt;
*[[descr_sounds_units_idle.txt]]&lt;br /&gt;
*[[descr_sounds_units_march.txt]]&lt;br /&gt;
*[[descr_sounds_units_reform.txt]]&lt;br /&gt;
*[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
*[[descr_sounds_units_run.txt]]&lt;br /&gt;
*[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
*[[descr_sounds_units_voice.txt]]&lt;br /&gt;
*[[descr_sounds_weapons.txt]]&lt;br /&gt;
*[[export_descr_sounds_advice.txt]]&lt;br /&gt;
*[[export_descr_sounds_narration.txt]]&lt;br /&gt;
*[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
*[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
*[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as file_first.io. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. If one does, the sound text files will be ignored. If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. In order to make changes to these, or to the events archive, these archives must be renamed or moved to another folder, such as a subfolder within the data\sounds subfolder, so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result is 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5140</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5140"/>
		<updated>2007-05-02T13:25:47Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* List of files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
[[descr_sounds.txt]]&lt;br /&gt;
[[descr_sounds_accents.txt]]&lt;br /&gt;
[[descr_sounds_advice.txt]]&lt;br /&gt;
[[descr_sounds_battle_events.txt]]&lt;br /&gt;
[[descr_sounds_engine.txt]]&lt;br /&gt;
[[descr_sounds_enviro.txt]]&lt;br /&gt;
[[descr_sounds_generic.txt]]&lt;br /&gt;
[[descr_sounds_interface.txt]]&lt;br /&gt;
[[descr_sounds_music.txt]]&lt;br /&gt;
[[descr_sounds_narration.txt]]&lt;br /&gt;
[[descr_sounds_prebattle.txt]]&lt;br /&gt;
[[descr_sounds_stratmap.txt]]&lt;br /&gt;
[[descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
[[descr_sounds_structures.txt]]&lt;br /&gt;
[[descr_sounds_units.txt]]&lt;br /&gt;
[[descr_sounds_units_ambient.txt]]&lt;br /&gt;
[[descr_sounds_units_anims.txt]]&lt;br /&gt;
[[descr_sounds_units_celebrate.txt]]&lt;br /&gt;
[[descr_sounds_units_charge.txt]]&lt;br /&gt;
[[descr_sounds_units_collide.txt]]&lt;br /&gt;
[[descr_sounds_units_confirm.txt]]&lt;br /&gt;
[[descr_sounds_units_fight.txt]]&lt;br /&gt;
[[descr_sounds_units_fire.txt]]&lt;br /&gt;
[[descr_sounds_units_idle.txt]]&lt;br /&gt;
[[descr_sounds_units_march.txt]]&lt;br /&gt;
[[descr_sounds_units_reform.txt]]&lt;br /&gt;
[[descr_sounds_units_retreat.txt]]&lt;br /&gt;
[[descr_sounds_units_run.txt]]&lt;br /&gt;
[[descr_sounds_units_taunt.txt]]&lt;br /&gt;
[[descr_sounds_units_voice.txt]]&lt;br /&gt;
[[descr_sounds_weapons.txt]]&lt;br /&gt;
[[export_descr_sounds_advice.txt]]&lt;br /&gt;
[[export_descr_sounds_narration.txt]]&lt;br /&gt;
[[export_descr_sounds_prebattle.txt]]&lt;br /&gt;
[[export_descr_sounds_soldier_voice.txt]]&lt;br /&gt;
[[export_descr_sounds_stratmap_voice.txt]]&lt;br /&gt;
[[export_descr_sounds_units_battle_events.txt]]&lt;br /&gt;
[[export_descr_sounds_units_voice.txt]]&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as file_first.io. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. If one does, the sound text files will be ignored. If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. In order to make changes to these, or to the events archive, these archives must be renamed or moved to another folder, such as a subfolder within the data\sounds subfolder, so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result is 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5139</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5139"/>
		<updated>2007-05-02T13:19:51Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* Loading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as file_first.io. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. If one does, the sound text files will be ignored. If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. In order to make changes to these, or to the events archive, these archives must be renamed or moved to another folder, such as a subfolder within the data\sounds subfolder, so the game can&#039;t find them upon launch. If the game tries to build new archives, but the sound text files are missing, the result is 1kB archives and no sound in the game. Note that this will never happen if valid archives are present in the data\sounds folder.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5138</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5138"/>
		<updated>2007-05-02T13:17:43Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events archive in the data\sounds subfolder inside the M2TW install folder, as well as file lists for the Music, SFX and Voice archives. As they cannot be extracted from events.dat, [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Note that the sound text files cannot be loaded by using any special commands such as file_first.io. Instead, the game will, upon launch (i.e. by running medieval2.exe), detect whether a valid events archive exists in the data\sounds subfolder. If one does, the sound text files will be ignored. If one exists, but is invalid (such as one created using Vercingetorix IDX extractor), or if it is missing altogether, the game will create a new events archive using the sound text files. Similarily, no changes will be made to valid Music, SFX and Voice archives. In order to make changes to these, or to the events archive, these archives must be renamed or moved to another folder, such as a subfolder within the data\sounds subfolder, so the game can&#039;t find them upon launch.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5137</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5137"/>
		<updated>2007-05-02T13:05:03Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&#039;&#039;&#039;&#039;&#039;This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events.dat file in the data\sounds subfolder inside the M2TW install folder, as well as instructions for how the Music, SFX and Voice dat/idx archives. As they cannot be extracted from events.dat,  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Please note that the sound text files are not affected by any special commands such as file_first.io.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5136</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5136"/>
		<updated>2007-05-02T13:03:10Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They contain paths and usage instructions for each of the samples in the game, and are indispensable when modding sound and music in M2TW. In their final form, they make up the currently non-extractable (using Vercingetorix IDX unpacker) events.dat file in the data\sounds subfolder inside the M2TW install folder, as well as instructions for how the Music, SFX and Voice dat/idx archives. As they cannot be extracted from events.dat,  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 an archive containing the sound text files is available here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===List of files===&lt;br /&gt;
&lt;br /&gt;
Below is a list of all of the sound text files. Click a filename to read detailed information and usage instructions for a file.&lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Please note that the sound text files are not affected by any special commands such as file_first.io.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5135</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5135"/>
		<updated>2007-05-02T12:53:11Z</updated>

		<summary type="html">&lt;p&gt;Beiss: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They are available  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder, where they are then edited in any text editor to fit the modder&#039;s needs. &lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Please note that the sound text files are not affected by any special commands such as file_first.io.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5134</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5134"/>
		<updated>2007-05-02T12:49:36Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This entire article and the procedures and instructions contained are intended for application on M2TW 1.1 only.)&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They are available  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 here].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
The sound text files available in the above available archive are to be extracted into the data subfolder inside the M2TW install folder. &lt;br /&gt;
&lt;br /&gt;
===Loading===&lt;br /&gt;
&lt;br /&gt;
Please note that the sound text files are not affected by any special commands such as file_first.io.&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5133</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5133"/>
		<updated>2007-05-02T12:32:33Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sound text files are used to edit the sound in M2TW. They are available  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 here].&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5132</id>
		<title>Sound text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sound_text_files&amp;diff=5132"/>
		<updated>2007-05-02T12:32:17Z</updated>

		<summary type="html">&lt;p&gt;Beiss: New page: =Sound text files=  The sound text files are used to edit the sound in M2TW. They are available  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 here].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sound text files=&lt;br /&gt;
&lt;br /&gt;
The sound text files are used to edit the sound in M2TW. They are available  [http://www.twcenter.net/forums/downloads.php?do=file&amp;amp;id=1110 here].&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5131</id>
		<title>Extracting Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5131"/>
		<updated>2007-05-02T12:30:58Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.twcenter.net/forums/showthread.php?t=67985 Link to original thread at TWC]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most of you probably already know this if you&#039;ve taken a look at the file structure, but here&#039;s how to extract sounds:&lt;br /&gt;
&lt;br /&gt;
#Download [http://www.twcenter.net/downloads/db/?mod=32 Vercingetorix&#039;s XIDX-extractor].&lt;br /&gt;
#Unzip the files included and copy+paste &amp;quot;xidx.exe&amp;quot; and &amp;quot;extract_sounds.bat&amp;quot; to your &amp;quot;M2TW\data\sounds\&amp;quot; folder (by default &amp;quot;C:\Program Files\Sega\Medieval II Total War\Data\sounds&amp;quot;)&lt;br /&gt;
#Double click on the bat-file and it will automatically begin extracting all music, voices and SFX.&lt;br /&gt;
&lt;br /&gt;
And here&#039;s how to replace the music (will write a more extensive tutorial once we get tools for unpacking the .pack-files and getting the txt-files available)&lt;br /&gt;
&lt;br /&gt;
#Find a track you want to put in the game. Determine what kind of music it&#039;ll be (ie strat map, battle, mobilize, victory etc.), and find the song you don&#039;t like (ie the one you wanna replace your own with). These can now be found unpacked in &amp;quot;M2TW\data\sounds\data\sounds\music&amp;quot;.&lt;br /&gt;
#Rename your own song the same as the song you&#039;re replacing, and paste over the original song.&lt;br /&gt;
#Now either:&lt;br /&gt;
#*Cut out the Music folder and paste it in &amp;quot;M2TW\data\sounds\data\sounds\&amp;quot;, then delete the &amp;quot;music.dat&amp;quot;.  OR&lt;br /&gt;
#*Use the XIDX to repack the new music. Copy and paste the &amp;quot;pack_example_music_idx.bat&amp;quot; to the &amp;quot;\sounds&amp;quot;-folder, and right click on it and select &amp;quot;Edit&amp;quot;. You should now see this: &amp;lt;code&amp;gt;.\xidx.exe -cf my_music.idx data\sounds\music\*pause[&amp;lt;/code&amp;gt; (Does this actually work in M2TW? It does not for in-game sound. / [[User:Beiss|Beiss]] )&lt;br /&gt;
#Rename the &amp;quot;my_music.idx&amp;quot; to &amp;quot;music.idx&amp;quot;, then save, delete the original music.dat and run the bat. It should now (if you did everything correctly) create a new &amp;quot;musid.dat&amp;quot;-file including your own music!&lt;br /&gt;
&lt;br /&gt;
NOTE: Before you do anything, it is good to backup both the original &amp;quot;music.dat&amp;quot; and &amp;quot;music.idx&amp;quot;, incase something happens :wink: (Just copy them and paste them there :))&lt;br /&gt;
&lt;br /&gt;
-Arakorn-eir&lt;br /&gt;
&lt;br /&gt;
See also: [[Sound text files]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]][[Category:MTW2_Modding_Tutorials]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5130</id>
		<title>Extracting Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5130"/>
		<updated>2007-05-02T12:21:40Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.twcenter.net/forums/showthread.php?t=67985 Link to original thread at TWC]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most of you probably already know this if you&#039;ve taken a look at the file structure, but here&#039;s how to extract sounds:&lt;br /&gt;
&lt;br /&gt;
#Download [http://www.twcenter.net/downloads/db/?mod=32 Vercingetorix&#039;s XIDX-extractor].&lt;br /&gt;
#Unzip the files included and copy+paste &amp;quot;xidx.exe&amp;quot; and &amp;quot;extract_sounds.bat&amp;quot; to your &amp;quot;M2TW\data\sounds\&amp;quot; folder (by default &amp;quot;C:\Program Files\Sega\Medieval II Total War\Data\sounds&amp;quot;)&lt;br /&gt;
#Double click on the bat-file and it will automatically begin extracting all music, voices and SFX.&lt;br /&gt;
&lt;br /&gt;
And here&#039;s how to replace the music (will write a more extensive tutorial once we get tools for unpacking the .pack-files and getting the txt-files available)&lt;br /&gt;
&lt;br /&gt;
#Find a track you want to put in the game. Determine what kind of music it&#039;ll be (ie strat map, battle, mobilize, victory etc.), and find the song you don&#039;t like (ie the one you wanna replace your own with). These can now be found unpacked in &amp;quot;M2TW\data\sounds\data\sounds\music&amp;quot;.&lt;br /&gt;
#Rename your own song the same as the song you&#039;re replacing, and paste over the original song.&lt;br /&gt;
#Now either:&lt;br /&gt;
#*Cut out the Music folder and paste it in &amp;quot;M2TW\data\sounds\data\sounds\&amp;quot;, then delete the &amp;quot;music.dat&amp;quot;.  OR&lt;br /&gt;
#*Use the XIDX to repack the new music. Copy and paste the &amp;quot;pack_example_music_idx.bat&amp;quot; to the &amp;quot;\sounds&amp;quot;-folder, and right click on it and select &amp;quot;Edit&amp;quot;. You should now see this: &amp;lt;code&amp;gt;.\xidx.exe -cf my_music.idx data\sounds\music\*pause[&amp;lt;/code&amp;gt; (Does this actually work in M2TW? It does not for in-game sound. / [[User:Beiss|Beiss]] )&lt;br /&gt;
#Rename the &amp;quot;my_music.idx&amp;quot; to &amp;quot;music.idx&amp;quot;, then save, delete the original music.dat and run the bat. It should now (if you did everything correctly) create a new &amp;quot;musid.dat&amp;quot;-file including your own music!&lt;br /&gt;
&lt;br /&gt;
NOTE: Before you do anything, it is good to backup both the original &amp;quot;music.dat&amp;quot; and &amp;quot;music.idx&amp;quot;, incase something happens :wink: (Just copy them and paste them there :))&lt;br /&gt;
&lt;br /&gt;
-Arakorn-eir&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]][[Category:MTW2_Modding_Tutorials]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5129</id>
		<title>Extracting Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5129"/>
		<updated>2007-05-02T12:20:50Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.twcenter.net/forums/showthread.php?t=67985 Link to original thread at TWC]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most of you probably already know this if you&#039;ve taken a look at the file structure, but here&#039;s how to extract sounds:&lt;br /&gt;
&lt;br /&gt;
#Download [http://www.twcenter.net/downloads/db/?mod=32 Vercingetorix&#039;s XIDX-extractor].&lt;br /&gt;
#Unzip the files included and copy+paste &amp;quot;xidx.exe&amp;quot; and &amp;quot;extract_sounds.bat&amp;quot; to your &amp;quot;M2TW\data\sounds\&amp;quot; folder (by default &amp;quot;C:\Program Files\Sega\Medieval II Total War\Data\sounds&amp;quot;)&lt;br /&gt;
#Double click on the bat-file and it will automatically begin extracting all music, voices and SFX.&lt;br /&gt;
&lt;br /&gt;
And here&#039;s how to replace the music (will write a more extensive tutorial once we get tools for unpacking the .pack-files and getting the txt-files available)&lt;br /&gt;
&lt;br /&gt;
#Find a track you want to put in the game. Determine what kind of music it&#039;ll be (ie strat map, battle, mobilize, victory etc.), and find the song you don&#039;t like (ie the one you wanna replace your own with). These can now be found unpacked in &amp;quot;M2TW\data\sounds\data\sounds\music&amp;quot;.&lt;br /&gt;
#Rename your own song the same as the song you&#039;re replacing, and paste over the original song.&lt;br /&gt;
#Now either:&lt;br /&gt;
#*Cut out the Music folder and paste it in &amp;quot;M2TW\data\sounds\data\sounds\&amp;quot;, then delete the &amp;quot;music.dat&amp;quot;.  OR&lt;br /&gt;
#*Use the XIDX to repack the new music. Copy and paste the &amp;quot;pack_example_music_idx.bat&amp;quot; to the &amp;quot;\sounds&amp;quot;-folder, and right click on it and select &amp;quot;Edit&amp;quot;. You should now see this: &amp;lt;code&amp;gt;.\xidx.exe -cf my_music.idx data\sounds\music\*pause[&amp;lt;/code&amp;gt; (Does this actually work in M2TW? I does not for in-game sound. / [[User:Beiss|Beiss]] )&lt;br /&gt;
#Rename the &amp;quot;my_music.idx&amp;quot; to &amp;quot;music.idx&amp;quot;, then save, delete the original music.dat and run the bat. It should now (if you did everything correctly) create a new &amp;quot;musid.dat&amp;quot;-file including your own music!&lt;br /&gt;
&lt;br /&gt;
NOTE: Before you do anything, it is good to backup both the original &amp;quot;music.dat&amp;quot; and &amp;quot;music.idx&amp;quot;, incase something happens :wink: (Just copy them and paste them there :))&lt;br /&gt;
&lt;br /&gt;
-Arakorn-eir&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]][[Category:MTW2_Modding_Tutorials]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5128</id>
		<title>Extracting Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5128"/>
		<updated>2007-05-02T12:20:27Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.twcenter.net/forums/showthread.php?t=67985 Link to original thread at TWC]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most of you probably already know this if you&#039;ve taken a look at the file structure, but here&#039;s how to extract sounds:&lt;br /&gt;
&lt;br /&gt;
#Download [http://www.twcenter.net/downloads/db/?mod=32 Vercingetorix&#039;s XIDX-extractor].&lt;br /&gt;
#Unzip the files included and copy+paste &amp;quot;xidx.exe&amp;quot; and &amp;quot;extract_sounds.bat&amp;quot; to your &amp;quot;M2TW\data\sounds\&amp;quot; folder (by default &amp;quot;C:\Program Files\Sega\Medieval II Total War\Data\sounds&amp;quot;)&lt;br /&gt;
#Double click on the bat-file and it will automatically begin extracting all music, voices and SFX.&lt;br /&gt;
&lt;br /&gt;
And here&#039;s how to replace the music (will write a more extensive tutorial once we get tools for unpacking the .pack-files and getting the txt-files available)&lt;br /&gt;
&lt;br /&gt;
#Find a track you want to put in the game. Determine what kind of music it&#039;ll be (ie strat map, battle, mobilize, victory etc.), and find the song you don&#039;t like (ie the one you wanna replace your own with). These can now be found unpacked in &amp;quot;M2TW\data\sounds\data\sounds\music&amp;quot;.&lt;br /&gt;
#Rename your own song the same as the song you&#039;re replacing, and paste over the original song.&lt;br /&gt;
#Now either:&lt;br /&gt;
#*Cut out the Music folder and paste it in &amp;quot;M2TW\data\sounds\data\sounds\&amp;quot;, then delete the &amp;quot;music.dat&amp;quot;.  OR&lt;br /&gt;
#*Use the XIDX to repack the new music. Copy and paste the &amp;quot;pack_example_music_idx.bat&amp;quot; to the &amp;quot;\sounds&amp;quot;-folder, and right click on it and select &amp;quot;Edit&amp;quot;. You should now see this: &amp;lt;code&amp;gt;.\xidx.exe -cf my_music.idx data\sounds\music\*pause[&amp;lt;/code&amp;gt; (Does this actually work in M2TW? I does not for in-game sound. / [[User:Beiss|Beiss])&lt;br /&gt;
#Rename the &amp;quot;my_music.idx&amp;quot; to &amp;quot;music.idx&amp;quot;, then save, delete the original music.dat and run the bat. It should now (if you did everything correctly) create a new &amp;quot;musid.dat&amp;quot;-file including your own music!&lt;br /&gt;
&lt;br /&gt;
NOTE: Before you do anything, it is good to backup both the original &amp;quot;music.dat&amp;quot; and &amp;quot;music.idx&amp;quot;, incase something happens :wink: (Just copy them and paste them there :))&lt;br /&gt;
&lt;br /&gt;
-Arakorn-eir&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]][[Category:MTW2_Modding_Tutorials]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5127</id>
		<title>Extracting Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5127"/>
		<updated>2007-05-02T12:20:02Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.twcenter.net/forums/showthread.php?t=67985 Link to original thread at TWC]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most of you probably already know this if you&#039;ve taken a look at the file structure, but here&#039;s how to extract sounds:&lt;br /&gt;
&lt;br /&gt;
#Download [http://www.twcenter.net/downloads/db/?mod=32 Vercingetorix&#039;s XIDX-extractor].&lt;br /&gt;
#Unzip the files included and copy+paste &amp;quot;xidx.exe&amp;quot; and &amp;quot;extract_sounds.bat&amp;quot; to your &amp;quot;M2TW\data\sounds\&amp;quot; folder (by default &amp;quot;C:\Program Files\Sega\Medieval II Total War\Data\sounds&amp;quot;)&lt;br /&gt;
#Double click on the bat-file and it will automatically begin extracting all music, voices and SFX.&lt;br /&gt;
&lt;br /&gt;
And here&#039;s how to replace the music (will write a more extensive tutorial once we get tools for unpacking the .pack-files and getting the txt-files available)&lt;br /&gt;
&lt;br /&gt;
#Find a track you want to put in the game. Determine what kind of music it&#039;ll be (ie strat map, battle, mobilize, victory etc.), and find the song you don&#039;t like (ie the one you wanna replace your own with). These can now be found unpacked in &amp;quot;M2TW\data\sounds\data\sounds\music&amp;quot;.&lt;br /&gt;
#Rename your own song the same as the song you&#039;re replacing, and paste over the original song.&lt;br /&gt;
#Now either:&lt;br /&gt;
#*Cut out the Music folder and paste it in &amp;quot;M2TW\data\sounds\data\sounds\&amp;quot;, then delete the &amp;quot;music.dat&amp;quot;.  OR&lt;br /&gt;
#*Use the XIDX to repack the new music. Copy and paste the &amp;quot;pack_example_music_idx.bat&amp;quot; to the &amp;quot;\sounds&amp;quot;-folder, and right click on it and select &amp;quot;Edit&amp;quot;. You should now see this: &amp;lt;code&amp;gt;.\xidx.exe -cf my_music.idx data\sounds\music\*pause[&amp;lt;/code&amp;gt; (Does this actually work in M2TW? I does not for in-game sound. /[[User:Beiss|Beiss])&lt;br /&gt;
#Rename the &amp;quot;my_music.idx&amp;quot; to &amp;quot;music.idx&amp;quot;, then save, delete the original music.dat and run the bat. It should now (if you did everything correctly) create a new &amp;quot;musid.dat&amp;quot;-file including your own music!&lt;br /&gt;
&lt;br /&gt;
NOTE: Before you do anything, it is good to backup both the original &amp;quot;music.dat&amp;quot; and &amp;quot;music.idx&amp;quot;, incase something happens :wink: (Just copy them and paste them there :))&lt;br /&gt;
&lt;br /&gt;
-Arakorn-eir&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]][[Category:MTW2_Modding_Tutorials]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5126</id>
		<title>Extracting Sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Extracting_Sounds&amp;diff=5126"/>
		<updated>2007-05-02T12:19:38Z</updated>

		<summary type="html">&lt;p&gt;Beiss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.twcenter.net/forums/showthread.php?t=67985 Link to original thread at TWC]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most of you probably already know this if you&#039;ve taken a look at the file structure, but here&#039;s how to extract sounds:&lt;br /&gt;
&lt;br /&gt;
#Download [http://www.twcenter.net/downloads/db/?mod=32 Vercingetorix&#039;s XIDX-extractor].&lt;br /&gt;
#Unzip the files included and copy+paste &amp;quot;xidx.exe&amp;quot; and &amp;quot;extract_sounds.bat&amp;quot; to your &amp;quot;M2TW\data\sounds\&amp;quot; folder (by default &amp;quot;C:\Program Files\Sega\Medieval II Total War\Data\sounds&amp;quot;)&lt;br /&gt;
#Double click on the bat-file and it will automatically begin extracting all music, voices and SFX.&lt;br /&gt;
&lt;br /&gt;
And here&#039;s how to replace the music (will write a more extensive tutorial once we get tools for unpacking the .pack-files and getting the txt-files available)&lt;br /&gt;
&lt;br /&gt;
#Find a track you want to put in the game. Determine what kind of music it&#039;ll be (ie strat map, battle, mobilize, victory etc.), and find the song you don&#039;t like (ie the one you wanna replace your own with). These can now be found unpacked in &amp;quot;M2TW\data\sounds\data\sounds\music&amp;quot;.&lt;br /&gt;
#Rename your own song the same as the song you&#039;re replacing, and paste over the original song.&lt;br /&gt;
#Now either:&lt;br /&gt;
#*Cut out the Music folder and paste it in &amp;quot;M2TW\data\sounds\data\sounds\&amp;quot;, then delete the &amp;quot;music.dat&amp;quot;.  OR&lt;br /&gt;
#*Use the XIDX to repack the new music. Copy and paste the &amp;quot;pack_example_music_idx.bat&amp;quot; to the &amp;quot;\sounds&amp;quot;-folder, and right click on it and select &amp;quot;Edit&amp;quot;. You should now see this: &amp;lt;code&amp;gt;.\xidx.exe -cf my_music.idx data\sounds\music\*pause[&amp;lt;/code&amp;gt; (Does this actually work in M2TW? I does not for in-game sound. / [[User:Beiss|Beiss]] Beiss)&lt;br /&gt;
#Rename the &amp;quot;my_music.idx&amp;quot; to &amp;quot;music.idx&amp;quot;, then save, delete the original music.dat and run the bat. It should now (if you did everything correctly) create a new &amp;quot;musid.dat&amp;quot;-file including your own music!&lt;br /&gt;
&lt;br /&gt;
NOTE: Before you do anything, it is good to backup both the original &amp;quot;music.dat&amp;quot; and &amp;quot;music.idx&amp;quot;, incase something happens :wink: (Just copy them and paste them there :))&lt;br /&gt;
&lt;br /&gt;
-Arakorn-eir&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]][[Category: MTW2Modding]][[Category:MTW2_Modding_Tutorials]]&lt;/div&gt;</summary>
		<author><name>Beiss</name></author>
	</entry>
</feed>