Policenaut Posted November 6, 2016 Share Posted November 6, 2016 (edited) It is currently not possible to properly mod the loadouts.xml because the <Loadout> elements are missing the name="" attribute making it impossible to modmerge. Furthermore the xcesettings folder includes a loadouts.xml with a MODMERGE="replace" in the top <Loadouts> element which overwrites any other mods trying to edit the loadouts.xml. I've fixed this by adding unique name="" attributes to each of the loadouts in the loadouts.xml in the xce folder making it possible to modmerge and additionally made the loadouts.xml in the xcesettings folder properly use the modmerge system. SOLVED: Use MODMERGECHILD and MODMERGECHILDCONTENT or MODMERGECONTENT to delete the parts you want to replace and then use the same method to insert them again. Edited December 12, 2016 by Policenaut Solved Quote Link to comment Share on other sites More sharing options...
Charon Posted November 17, 2016 Share Posted November 17, 2016 This should get more attention, its a good fix. Wouldnt it be possible to fix the sound.xml in the same way ? With <Sound MODMERGEATTRIBUTE="name" MODMERGE="update" name="AirCombatBegins" volume="0.75" group="1" comment="Played when the air combat begins."> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound1">sound/jetenter.ogg</Wave> </Sound> ? I guess i will look into this later. Quote Link to comment Share on other sites More sharing options...
Policenaut Posted November 17, 2016 Author Share Posted November 17, 2016 It might be possible since it worked with the loadouts.xml. Please report back if it works when you've tried it. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 17, 2016 Share Posted November 17, 2016 Tested it and it looks to work. This is the code i used <Sound MODMERGEATTRIBUTE="name" MODMERGE="update" name="AirCombatBegins" volume="0.6" group="1" comment="Played when the air combat begins."> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound1">sound/AircombatBegins/AircombatBegins (1).ogg</Wave> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound2">sound/AircombatBegins/AircombatBegins (2).ogg</Wave> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound3">sound/AircombatBegins/AircombatBegins (3).ogg</Wave> </Sound> You just have to give individual names to the <Wave>. This can be a bit tiring when doing 400 sounds. All 3 were playing at the start + the vanila jetenter.ogg too. 1/X propability is likely, where X is is the total number of sounds available. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 17, 2016 Share Posted November 17, 2016 3 minutes ago, Charon said: Tested it and it looks to work. This is the code i used <Sound MODMERGEATTRIBUTE="name" MODMERGE="update" name="AirCombatBegins" volume="0.6" group="1" comment="Played when the air combat begins."> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound1">sound/AircombatBegins/AircombatBegins (1).ogg</Wave> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound2">sound/AircombatBegins/AircombatBegins (2).ogg</Wave> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound3">sound/AircombatBegins/AircombatBegins (3).ogg</Wave> </Sound> You just have to give individual names to the <Wave>. This can be a bit tiring when doing 400 sounds. All 3 were playing at the start + the vanila jetenter.ogg too. 1/X propability is likely, where X is is the total number of sounds available. I just realised that the "name" has to be unique, but not the path directory. This way you can implement chances for the sound, for instance <Sound MODMERGEATTRIBUTE="name" MODMERGE="update" name="AirCombatBegins" volume="0.6" group="1" comment="Played when the air combat begins."> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound1">sound/AircombatBegins/AircombatBegins (1).ogg</Wave> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound2">sound/AircombatBegins/AircombatBegins (1).ogg</Wave> <Wave MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Sound3">sound/AircombatBegins/AircombatBegins (3).ogg</Wave> </Sound> would give AircombatBegins (1).ogg a 50% chance, AircombatBegins (3).ogg a 25% and the vanilla jetenter.ogg another 25% chance. Quote Link to comment Share on other sites More sharing options...
Policenaut Posted November 17, 2016 Author Share Posted November 17, 2016 Cool, thanks for confirming it works. Glad the loadouts fix helped you with inserting new sounds to an existing one. Quote Link to comment Share on other sites More sharing options...
Charon Posted November 17, 2016 Share Posted November 17, 2016 7 minutes ago, Policenaut said: Cool, thanks for confirming it works. Glad the loadouts fix helped you with inserting new sounds to an existing one. Thank you for providing that fix and idea . Quote Link to comment Share on other sites More sharing options...
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