Total War: SHOGUN 2

Total War: SHOGUN 2

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Portuguese units voice workaround [english voicelines] (optional)
   
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Tags: mod
File Size
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44.699 MB
14 Apr, 2020 @ 6:45am
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Portuguese units voice workaround [english voicelines] (optional)

In 1 collection by RavenBuster
Weierstrass Units for Vanilla [complete Install]
5 items
Description
Description:
A lot of portuguese mod units can't speak at all or have to speak japenese since modding their voice lines is quite a hassle. This mod changes that and now atleast "my" Terco units from my unit mod will now speak like their vanilla counterparts solely in english.

Note:
Currently only my mod units can speak properly since it's a specifc workaround not a "real" solution to the voice problem! The tercos spoken language is english und thus requires the game to be run in english language!
If you want real portuguese voices there a link at the bottom of the description to a already existing workshop mod (not done by me).

Informations for Modders who are interested in my work:

What i did:
-Gave the tero units in my mod the Royal Marines (Boshin_Inf_Elite_Royal_Marines) description text since voice lines are based on that.
-Copied the 3 generic voice lines(found in the local_en.pack) for unit selection (land_us_european_infantry_unit_voices_generic_01-03) used by the vanilla tercos and renamed them to that of the 3 Royal Marines one
(land_us_european_unit_voices_selected_boshin_inf_elite_royal_marines_01-03).

What it does:
-all units with the Royal Marine description text should now use mostly genric voice lines open selecting or giving orders

What you lose:
-between 2-6 voice lines since actually only the voiclines xxx_02 is the "Royal Marines aye aye Sir" phrase upon unit selecion but I decided to replace all 6 (3 "normal" + 3 "heightened" version used when near enemies) files anyway. xxx_01/xxx_03 are more generic voice lines.

Why Royal Marines?:
-simply because they have the same voice actors (no 24/25) as the tercos.

or in short:
1. Add "Boshin_" as prefix for your troops (e.g. Boshin_aab_cav_lance). The unit now is considered as a part of the FotS DLC and they will use the generic FotS (aka. engrish) voices.
Important hint: You need to own and have FotS enabled/installed to be able to recruit them in campaign / custom battle now!
2. Add royal marine description text key (Boshin_Inf_Elite_Royal_Marines) to your units.
3. All units with the marine description now speak like vanilla tercos when running this modl!

incompatible mods:
-probably must voice editting mods

If you want your tercos to speak acctually portuguese there is already another mod for it: click here
Popular Discussions View All (1)
3
24 Apr, 2022 @ 10:42am
Troubleshooting / Questions
RavenBuster
56 Comments
Snedeck 18 Jun @ 5:42pm 
Ah I see, this is very good information, thank you for responding man, yeah after further testing artys and cavalry units only respond when u click them not the skills or other commands
RavenBuster  [author] 18 Jun @ 1:18pm 
The amusing thing is that the same voice actor voices the Royal Marines and Tercos and both units share most of their voice lines. You're free to do whatever you want with the provided information (that's more or less the point of this mod).To be honest I didn't come up with the idea all on my own. I did find a old TW Center forum where this solution was already mentioned a decade ago. Additionally, Raresh2508 also told me that leaving out the "Boshin_" part of all the foreign units (i.e. "Inf_Elite_Royal_Marines" instead of "Boshin_Inf_Elite_Royal_Marines") for the description text also makes the units speak in generic voice lines just with the related accent. Both solutions work flawlessly for foot troops/infantry but neither work for all other unit types with the notable exception that my way at least allows for voices when selecting Terco Cavalry for example but forget about any move or attack voiceover.
Snedeck 18 Jun @ 10:22am 
Hi, this mod is great coz somehow the original voice somehow fits more than the royal marine, Also, can I have ur permission to use this information about adding the voices to units for another mod? (Ultimate Expanded Field Command Beta 1.95) , Right now im only using it for my personal gameplay but I want to play expanded japan while having portugal, but the voices rn is japanese
Raresh2508 5 Jun, 2024 @ 9:46am 
Running without any mods worked, i tried updating the units one by one to see which one causes crashes, first i just edited the port_swordsman and that worked fine, i kept changing only the infantry models from melee to range, after editing all of them the campaign crashed. I made sure every field i updated was correctly set afterwards but to no luck the game crashes with the voice workaround and portugal faction mod.
RavenBuster  [author] 5 Jun, 2024 @ 9:39am 
Just to be sure did any of my 2 suggetions work? Especially knowing if running a non modded new campaign still works since if it doesn't I might have a solution for you because then the issue is not any you but on CA.
Raresh2508 5 Jun, 2024 @ 9:20am 
Tbh i don't really know what to do. Do you have a .pack that uses the portuguese faction and voice fix for all the units, that i can use.Or i can give you the one i was working on myself if you can check it out and see what is happening if you have time and it's not a problem for you.
RavenBuster  [author] 5 Jun, 2024 @ 8:56am 
Okay that's strange. At least we can rule out the units causing it since they if they work in CB they also work in campaigns, at least that's my personal experience. A few things you can try:
-disable all other mods which aren't required for you mod to work and try a new campaign (removes any mod conflicts)
-try starting a new vanilla / no mod campaign (This might seem stupid but this can actually happen, more on that if it applies to you)
Raresh2508 5 Jun, 2024 @ 8:29am 
The problem is starting a new campaign thats where the crash happenes, i edited the names and checked for all the error on RFPM but i don't have any. The units work in custom battle tho but i really wanted to play on the campaign with them.
RavenBuster  [author] 5 Jun, 2024 @ 8:24am 
You probably got a CTD when loading your save? That's because when you change the unit key that unit is now treated gamewise as a new unit cause old key ≠ new key and your savefile still tries to access the old unit/key which isn't there anymore hence causing the crash. That's generally a thing, often a crash means somethings missing or somethings is expected but isn't there. A new campaign should work fine but if you want to use your old savefiles then you have to add a copy of all changed units with their old key back into your mod.
Raresh2508 5 Jun, 2024 @ 8:15am 
@RavenBuster
Also thank you for all the help so far greatly appreciated