Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Doc's Unit Chatter
   
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1.241 MB
16 Jan, 2024 @ 10:45am
13 Dec, 2024 @ 1:33pm
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Doc's Unit Chatter

Description
This mod adds a huge number of new "barks" to the game:

Changes
  • May 2024 - Added Orks, Necrons, Astra Militarum, Adeptus Mechanicus.

  • The Drukhari now speak! (I realize the developers may eventually update this, but for now, the silence is broken!)

  • Units with no chatter (many DLC units, for example), now talk.

  • Units whose chatter was identical to others (some of which were a little unintuitive) now have their own speech.

  • Existing units have expanded speech, with more options and more "reactions" to allied units.


This is a work in progress!

First, the good news: the Drukhari works fully (as far as I can tell).

This is "only" a text mod, but what a text file! It will be about 5,000 lines of xml code when done, and while I'm over 50% there, I need to add in each faction separately to see if there are errors, and then painstakingly find them. I can't adjust the frequency of barks, so I have to build units and see if they use the lines, which happens randomly and infrequently for a given unit.

Another issue is that for text files, the new data adds to the existing data rather than overwriting it. This can be a good thing, but it might prevent my mod from doing its job. For example, there's a line of code which says that Stormtalon "barks" are the same as Stormraven barks. If this remains, it may override any new barks I write for the Stormtalon. We'll see!

I would love any feedback, including small stuff like spelling, grammar, and lore errors.

Overwriting the base game files

Normally, you should *not* overwrite files in the actual core game, as the mods slot those in for you. However, this may be an exception...here's why:

  • Overwritten text files (found in Data/Core/.../English should pose no risk of crashes, as they contain no actual code.

  • For most files, if I upload a version of that file it will replace the game's version (for example, if I change a unit's mesh and keep the name the same, it will write over the game's version when the game loads). However, these language files are additive, so it's supposed to add new information to the existing stuff. For example, when I build a new unit in another mod, I just upload a "Barks.xml" file with the new dialogue, and it works fine without eliminating the existing units' lines.

  • If that's what's happening, then the speech text in the .xml contains lines of code which limit the number of responses, and may stop my lines from working.

  • This can be fixed by directly and manually overwriting the file with the one from the mod; however, it will revert every time Gladius does a big update (i.e. a new DLC) and have to be fixed again.

So, weirdly, I'm not completely sure this mod works as intended. If you can find evidence that, say, an Ork Boy is using one of my lines rather than one from the original file, I would be very grateful.
20 Comments
Яндекс.Warhammer 22 Jan @ 8:09pm 
Russian. There no belarussian loc, if you not use mod. They use english because Gladius normal game and use original localithation that using if mod have your language localithation.

And Ok, doed "An idle scout is bad scout" your quote or original?
Doc  [author] 22 Jan @ 4:03pm 
So, to be clear, the units are "barking" in English using my quotes, not the original game's quotes, correct? I'm just curious, but if your localization is in Russian? Belarusian? then how does it use my English words? Excuse my ignorance.
Яндекс.Warhammer 22 Jan @ 1:08pm 
Yes, used. Playing right now. Can say, because my game not in English localithation, but units use barks in English, that wasnt in vanilla game
Doc  [author] 22 Jan @ 12:24pm 
Hah, hah. Let's fix that typo.

I'm not even sure it works, though, because I'm not sure my text is overwriting the base game. Can anyone verify that my chatter is being used by the units in game? I would love a screenshot!
The way the .xml is coded may prevent new text lines from this mod from being added. It's really hard to verify because the chatter occurs randomly.
Яндекс.Warhammer 22 Jan @ 10:24am 
May 2026 - Added Orks, Necrons, Astra Militarum, Adeptus Mechanicus.

Txh from update from future
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 13 Dec, 2024 @ 3:49pm 
tyvm
Doc  [author] 13 Dec, 2024 @ 1:33pm 
Fixed!
Doc  [author] 13 Dec, 2024 @ 1:28pm 
Thanks!
scip 13 Dec, 2024 @ 11:52am 
Hey @Doc! I was narrowing down a CTD on turn end in my load order and stumbled over an syntax error in your mod: Line 3894 <entry name="Orks/GargantuanSquiggoth:Idle#7" value="Miss Squiggy! Gimme back my lunch!."> misses the "/" at the end. I'm sure, this is not the reason for my CTD, but I wanted to give you a heads up. Thanks for your great mods!
Doc  [author] 9 Jul, 2024 @ 7:30am 
Are you asking if all of my new voice lines are fully voiced?