Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Dawn of War Unit Soundmod
71 Comments
the number yellow  [author] 18 Apr @ 2:32am 
I also opened a discussion for help with the mod, if you need further assistance we should move the conversation there as the character limit for comments is just too damn low
the number yellow  [author] 18 Apr @ 2:30am 
So in short, if you find some unit sounds not to your liking and wish to replace them, you can add/change them in the Soundconfig.xml located in the base folder of the SoundModBuilder. Then you have to run Soundmodbuilder_vX.X.X.py again to build the mod anew with your newly chosen sounds.

If you need further help feel free to let me know,
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the number yellow  [author] 18 Apr @ 2:30am 
When you just download the DawnOfWarSoundmodBuilder, the base folder(where the readme is located etc.) will have a Soundconfig.xml. When you run "Soundmodbuilder_vX.X.X.py" it will use that xml file as a basis for what sounds get assigned to what unit for what actions. Here an example for the gargantuan squiggoth:
https://i.imgur.com/O6CRjrn.png
attack= contains the file names for the attack sounds, move= for move commands and so on.

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the number yellow  [author] 18 Apr @ 2:30am 
If there is no 1:1 match then I picked the voicelines that felt like they fit the unit best. The mod is very much made with customisation in mind. There is the folder "SoundConfigs" which contains my configurations for english/german/french. This is done because some soundfiles have different names depending on the language. You can find all the german/english files here:https://github.com/DowSoundFiles/SoundFiles
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the number yellow  [author] 18 Apr @ 2:30am 
Hey, the randomly stopping is nothing I can do about sadly, its a gladius problem that affects all sound mods. Some factions seem to be affected more, but that might just randomness looking like a pattern.

In regards to how I went about assigning voicelines:
If there is a direct match unit to unit I usually did that, with the exception when its something like the unit having a different gender in dawn of war compared to gladius (with the exception of the eldar farseer. its a male model in gladius but I decided to overlook that and give it the farseer voicelines from dawn of war anyways).
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Thentox 17 Apr @ 10:43pm 
I am also having the same problem where it randomly stops working mid game
Thentox 17 Apr @ 7:41pm 
I tried to edit the config, but theres like 3 of them and doesnt appear to be translating, is there a particular config I need to edit to change which voicelines are assigned?
Thentox 17 Apr @ 7:31pm 
This is really great, just ported Drukhari. I'm not a big tech guy, but have you essentially matched groups of voicelines and assigned them to a unit in an internal code that is not modified by the user? I was thinking the mandrakes suit the wracks really well so I'm glad you did that, however the wyches still use the kabalite voicelines which is a bit jarring - is there a way for me to change this? I feel like the wyches can use the DOW wych ones and the succubus could use some beastmaster ones? I think the razorwing could use the Raven ones too
the number yellow  [author] 29 Dec, 2024 @ 6:05am 
It happening while just afk'ing must be a really weird bug with the game engine and throws out my crackpot theories. What is also weird is there is a "reload modified assets" keyboard shortcut in the game, but idk what it does apart from switching my texts from german to english. I hoped that it could fix the sound bug but it seems like restarting the game is the only fix. Very annoying when it happens multiple times in a row.
Jolc3r 29 Dec, 2024 @ 5:15am 
Strange part is it sometimes occurs just from afk for a bit, no quick switching or anything.
Jolc3r 29 Dec, 2024 @ 5:13am 
Dang, yea I played a bit more and it occurred with tmv. Maybe it has something to do with the number of audio files.

Shame, it's really the only thing keeping me form playing this game more. Really adds a lot of responsiveness when your units actually do selection barks.
the number yellow  [author] 29 Dec, 2024 @ 4:43am 
I did a quick scouring of the too many voices comments I found similiar issues like this:
https://i.imgur.com/HbujEJc.png

Not much I can do if its the game engines fault unfortunately.
the number yellow  [author] 29 Dec, 2024 @ 4:30am 
c) An interaction with the gladius base sounds. I have no good data for this, but to me it feels like the issue props up more often when quickly switching through units while also having explosions go off (like the vindicator tank cannon for example). At least to me it feels like that is the most common times I encountered the issue, but I never tested it in any capacity.


So in conclusion, I think the problem is with something from the base game since I don't seem to be able to consistently make the bug show up, and I was told that too many voices suffers from the same thing. Sadly I have no fix apart from restarting the game.
the number yellow  [author] 29 Dec, 2024 @ 4:30am 
I don't think so, its just bad luck. I had confirmation that the problem exist with the too many voices mod as well. I usually only encounter this problem in the later stages of the game, and it seems completely random. Played a ton of drukhari games the last few days and only had it happen once, but I also remember running into this issue multiple times in quick succession.

I have a few crackpot theories what could be the issue:
a) A long time ago they changed that unit sounds no longer cut eachother off, so maybe the game engine fails to recognize a sound has ended after some point.

b) A bit of an expand to a), maybe some sound files are broken in a way that makes the game think they never stop playing. Seems unlikely though because I tried to force the issue in the past and was never able to. If a soundfile/xml/unit was broken I would expect the issue to pop up consistently.
Jolc3r 29 Dec, 2024 @ 2:19am 
Returned to this after a while, I keep getting the silent voices after not even 5 minutes of playing. I swapped back to too many voices and don't see the problem at all.

Is it possible there is some issue in the xmls?
the number yellow  [author] 27 Dec, 2024 @ 9:20pm 
I finally updated the mod with unit sounds for the Dark Eldar and Adepta Sororitas, as well as the DLC units added up to the primaris DLC. That one I have not added yet as I don't own it and prob not gonna buy it. Sorry for the long wait. Adeptus Mechanicus is gonna take a little longer until I got around looking through the soundfiles from the Adeptus Mechanicus xcom game. All soundfiles are now also available here to use with the builder: https://github.com/DowSoundFiles/SoundFiles
the number yellow  [author] 5 Jun, 2024 @ 9:29am 
Thanks for the heads up about the dead links, I updated the instructions accordingly
Xx_F4K3_F4C3R_xX 4 Jun, 2024 @ 1:08pm 
Hahaha! You legend! Thank you! I forgot to add an extra folder after the "Mods" directory.
I thought that the "Mods" folder could be named whatever you want. I completely misinterpreted what steps 14 and 15 meant. My bad!

Thank you so much man. I finally get to hear Warboss Gorgutz in game! Oh you have no idea how happy this has made me.

As for your lengthy instructions... honestly, it wasn't that bad. It just took a little bit to convert all the files to wav format, and I had to go to a Reddit link to find DoW Sound Export, actually. Seems like the original moddb link is gone :L
the number yellow  [author] 4 Jun, 2024 @ 5:34am 
hey, thanks for having the patience to go through my lengthy instructions.
My first guesses would be that either you forgot to activate the mod in game (extra -> mods), or your mod folder in “Documents\Proxy Studios\Gladius\Mods” has the wrong structure. Mine looks something like this:
“Proxy Studios\Gladius\Mods\ActualDoWSoundmod\Data”
The name of the folder after “Mods” can be completely up to your choosing, and the Data folder from the SoundModBuilder output has to go into that folder with your chosen name. From your message it sounds like you might have put the Data folder from the output directly into the "Mods" folder.

Hope that helped, if not then you can add me and we try and take a closer look what the issue might be.


The Units that did not compile are probably DLC Units that I have not gotten around to mapping Soundfiles for / could not find good voicelines for (Weirdboy from the orks for example)
Xx_F4K3_F4C3R_xX 3 Jun, 2024 @ 12:38pm 
Heyyy, I'm not sure if you're still active here or if you still provide support. If not, then I apologize for bothering you!
So... I've got a really weird situation here. I followed the instructions listed on github. I got all the right unit voices and converted them to wav format with DoW Sound Export. I tested the sound files to make sure they played, and they did (Reckon, I didn't test all 4000+ files, but I tested a good enough chunk of 'em).
145/155 units compiled properly, but looking at the 10 units that didn't compile... they're DLC units that weren't in Dawn of War anyway, so I figured that's okay.

I put the output folder in Documents/Proxy Studios/Gladius/Mods... aaaand nothing plays when I select any unit from any faction, order them, etc.

The weirdest part is the game is even recognizing it in the in-game mod list. Do you have any idea what could be happening, or if there are any troubleshooting ideas you have? I'm at a total loss here.
the number yellow  [author] 28 Jun, 2023 @ 6:48am 
I never got around to making a guide on how to use my program to build your own soundmod since I didn't expect it to have many users. Until today I only know of 1 person that used it to make their custom soundmod. But people being able to use it for that / editing the soundmod was a priority when I made this. You can take a look at the Soundconfig file. In it you will find units, actions and what sounds are specified for them.

For example, all filenames listed under "attack=" will be registered as voice lines to play when issuing an attack command. The Program sets the mod up in a way that the game will play 1 randomly picked file from the ones listed. It also adds 1 silent file to every response which is why you are not guaranteed to get a voice line on every attack for example.

So if you want to add/change voice lines, you just have to add the soundfiles to the config for that unit, and ofc make sure the actual file is present in the "InputWav" folder.
the number yellow  [author] 28 Jun, 2023 @ 6:30am 
It would be very easy to work in Dawn of War 2 voicelines / edit the soundconfig to use them. But I don't have access to the DoW2 soundfiles since I don't own the game and haven't looked into how to access them. I imagine it works like for DoW1 though
Templar 28 Jun, 2023 @ 4:44am 
I wonder, can you make the DoW 2 lines next? I saw a Blood Ravens reskin mod and thought to myself "Hey, this could use their war cry of 'None shall find us wanting!'"
Viscount Danku 2 Jun, 2023 @ 10:10am 
th3fx,
Hey, sorry to bother you, can you send me a copy of your voice mod with SoB voices included?
Gaston 23 Jan, 2023 @ 12:51pm 
Managed to add the Sisters of Battle voices using your mod and Too Many Voices, works great! Thanks
the number yellow  [author] 22 Jan, 2023 @ 4:49am 
SoB are in the works, sorry that it is taking so long.
Viscount Danku 22 Jan, 2023 @ 2:56am 
Hey, thanks for you work on that, awesome mod.
Did you add SoB?
the number yellow  [author] 15 Dec, 2022 @ 12:17am 
Dawn of War Souldstorm has Sisters of Battle, so I think there should not be any issues with getting voicelnes for the units in gladius and I already got all those soundfiles. I don't have battlesector, but I keep it in mind in case I end up getting it.
Jolc3r 14 Dec, 2022 @ 11:55pm 
Theres also battlesector, I think that has voicelines, but not sure. Only played the demo a while ago. Might be useful for SoB. Unsure how easy it would be grab the assets,
the number yellow  [author] 14 Dec, 2022 @ 3:58pm 
There are very few and silent voicelines / some of them are more ambient / noises they make randomly I think. Its not gonna be very diverse but I want to make this mod as complete as possible. Only annoying part is I have to collect the tools I used to unpack those soundfiles, type up a tutorial how to extract them, as well as providing a small script because all the voicelines from warhammer mechanicus have a couple of seconds of silence at the end that also needs to be trimmed. Still working on the ffmpeg command for that to a point where I am happy.

The typing up the tutorial part is pretty much why I keep delaying it, but I will get to it eventually, just don't know when. I will work on the sisters of battle as soon as I got the DLC, so depending on when that is they might even get added before I take care of the adeptus mechanicus.
Jolc3r 14 Dec, 2022 @ 3:28pm 
Awesome, thanks! Take your time, I didn't even know there were plans for Ad Mech. I played Mechanicus and didnt even realize there were unit voicelines...
the number yellow  [author] 14 Dec, 2022 @ 12:35am 
Yes, though I will probably get the DLC myself during xmas sell at the earliest, and I usually only start working on the voices after I got the DLC myself (so I can check out the units and see what voice lines fit / feel right).

I am not too interested in the sisters of battle myself, so it will probably be sometimes during the christmas sale the earliest, we will see.

I also still have to add the adeptus mechanicus units, which I have been putting off due to requiring writing instructions on how to extract the voicelines from the warhammer mechanicus game...

It is definitely coming at some point though, possibly soon(TM). I think christmas sale will start on the 22nd, so sometimes after that, maybe between the holidays and new years.
Jolc3r 13 Dec, 2022 @ 5:45pm 
Sister of Battle just dropped, any plans to update the git with new lines?
HAPPYMANPOOPOOFISH5 3 Jun, 2022 @ 3:08pm 
definitely do :)
the number yellow  [author] 3 Jun, 2022 @ 10:24am 
Glad it sorted itself out, I hope you enjoy the mod :)
HAPPYMANPOOPOOFISH5 3 Jun, 2022 @ 8:12am 
works now sorry about that I had the wrong version of Python installed :|
HAPPYMANPOOPOOFISH5 3 Jun, 2022 @ 8:11am 
I am re installing python to see if that works
HAPPYMANPOOPOOFISH5 3 Jun, 2022 @ 7:28am 
how do you run the "coppyFDAfiles.py" file. I have gotten to this point successfully each time I have tried installing this, running the file with Python 3.10 opens a new window for a tenth of a second and then it closes, No new file is created. I tried searching my pc and my hardrive for it but I can't find it. Either it's not working or its somewhere I haven't looked Help would be very much appreciated. I am using Windows 11 currently but everything has worked until this point.
Arthas 8 Nov, 2021 @ 10:11am 
I find this increases the enjoy ability of the game considerably! With the Tyranids unvoiced and who knows what else coming ( I heard a rumor Cult Mechanicus is next!) being unvoiced I fear this mod will depreciate in time. I know there is a community voice mod but for me nothing will ever replace the wonderful Guard voices from DOW. A community of friends agree on that point but sadly none of them stand a chance parsing this themselves even with your detailed guide. I know you were concerned about posting the full files in case it backlashes on you but I wanted to ask if you would permit me to post them? For the DOW veterans out there who happen to just not play 'Nids this is great work!
Arthas 3 Nov, 2021 @ 2:12pm 
Thank you for that I was able to find the missing sounds, except for aircraft but I will add those by hand. Thank you BTW since adding these by hand takes forever it really makes me appreciate how much of the work your script did! I can also point out exactly where I got lost on your walk-through and I suspect others are too. Each game has a W40kData-Sound-Speech.sga but you need the DXP2Data-Sound-Speech.sga from DC. I had overlooked that and grabbed the W40kData-Sound-Speech.sga because it was there and looked right. Also on your screenshots the AM, TAU, and Necron are missing so I never suspected anything was wrong. Hope this helps someone! The DC files are under Dawn of War Dark Crusade\DXP2\Locale\English a very similar but indeed different path.
the number yellow  [author] 2 Nov, 2021 @ 10:31am 
If you are missing all the sounds / a large amount of sounds for the necron and imperial guard units, then you probably have not unpacked the right files. There seems to be a bit of confusion due to some versions of the game containing some pak files that do not contain all required sounds, which I suspect is the case here. Unfortunately I am very busy at the moment, so I can’t give better support than ‘poke around in your dark crusade gamefiles until you find the right one’ for now, but I might be able to give some better support at the end of this week. There should be a pak file in your dark crusade folder that contains most of the files you are missing with the exception of the flyer sound files which are all in the soulstorm pak files iirc.
Arthas 2 Nov, 2021 @ 9:38am 
Where are the Guard and Necron sounds? They seem to be missing form the packs.
Phaeron Amarkun 18 Feb, 2021 @ 8:56am 
Nice to hear you're still in the mod. In this time I will take it as alarm "you're playing too much" and take a break.
the number yellow  [author] 17 Feb, 2021 @ 11:35am 
Yes, unfortunately that seems to be a bug with the game and not caused by my mod. I reported it some time ago but I doubt it will ever get fixed. It seems to occur completely at random, but can be fixed by restarting gladius. Some people told me that saving and reloading the current game works as well, but for me that results in a crash.
Phaeron Amarkun 17 Feb, 2021 @ 9:53am 
Hello are you still here.
It seem like when I play a long period of time (2-3 hours) the sound of unit is stop working.
the number yellow  [author] 7 Jan, 2021 @ 5:54am 
updated for the eldar DLC. the french config might still have issues as I currently don't have the files to check it
Phaeron Amarkun 3 Jan, 2021 @ 9:26am 
Friend request sent. I will sent you the picture of the log
the number yellow  [author] 3 Jan, 2021 @ 8:29am 
pic for reference of the feedback the current script gives you when a soundfile is missing:
https://i.imgur.com/AUVkYZX.png
currently the only shortcoming of the feedback is that it aborts processing a unit as soon as the first missing soundfile is detected, meaning that if all the soundfiles of a unit are missing, it still only tells you about the first before skipping the unit entirely
the number yellow  [author] 3 Jan, 2021 @ 8:24am 
the program tells you if it encounters a missing soundfile, the name of the missing soundfile and which unit is missing the soundfile.
given that I have tested the english config and have had multiple reports of it working, I expect an error on your part. however, there is the small chance that they ommited or changed some files on the english version of dawn of war for your region. you can use the output the program gives you to check if you have to make some adjustments to the soundconfig xml.
you can add me if you want me to help you looking into it.
Phaeron Amarkun 3 Jan, 2021 @ 6:39am 
Thank for your reply. I use the English file only.
And I try 3 times, Always 4 file is missing.
Can you please check your code for better feedback pls