Jump to content
  • Content count

  • Joined

  • Last visited

  • Battles


Community Reputation

65 Good

About KinoMyu

  • Rank
    Petty Officer
  • Birthday June 12
  • Profile on the website KinoMyu

Profile Information

  • Gender
    Not Telling
  • Location
    San Francisco


Recent Profile Visitors

964 profile views
  1. 0.6.13 changed how voice mods are read. Now, they mod.xml file which lists all of the files and the lines that they correspond to. You can either use my mod.xml generator or WG's in-house solution to convert old sound mods to work with the new version of WOWS. https://forum.worldofwarships.com/topic/142239-modxml-generator-convert-old-sound-mods-to-work-with-0613/ https://forum.worldofwarships.eu/topic/91436-old-sound-mod-converter/
  2. Gun sound mods don't work with WG's converter, but I'm pretty sure they will release one that's compatible soon. Never mind, just tested it and it seems to do fine. Not too sure what the user complaining about gun sound compatibility was on about. Seems like a good tool to use.
  3. Inside the steamapps\common\World of Warships\ folder is a bin folder which contains 2 different clients. The 297724 folder contains the client for NA. You can then install mods as usual using res_mods.
  4. Updated to accommodate SFX mods and mixed sound mods. Hopefully, I didn't break anything.
  5. I assume you have installed the mod in the past and know exactly where to place the folders. In that case, do any other mods work for you? If not, there might be an issue with your paths.xml file. You can find paths.xml in the base game directory. Open it and make sure the entry "<Path>res_mods/</Path>" is in there.
  6. To add voice mods to the client, make the folders ...\res_mods\\banks and ...\res_mods\\banks\Mods. Then copy the voice mods to Mods.
  7. Try using "C:\Users\User\Desktop\WoWs Mods\Voices\Sendai\Sendai\Sendai" without the quotes.
  8. That's weird. It would help a lot if you could tell me what the directory is, so I can find out what the problem is.
  9. You can try to generate a mod.xml file to get the voice mods working with 0.6.13. I tried it with the Fubuki mod and it works like a charm.
  10. This is a little tool that I put together to automatically generate a mod.xml for my old voiceover mods to work with 0.6.13 and later (until WG decides to change VO and SFX mods again). I figured I should release it for others to use after cleaning up the code a bit. Feel free to make your own modifications or improve upon it. https://www.mediafire.com/file/kccbc93hm2k3dq8/modxmlgenerator.zip For an officially supported program by WG, check out MrConway's post on the EU forums https://forum.worldofwarships.eu/topic/91436-old-sound-mod-converter/ Instructions: 1. Run modxmlgenerator.exe 2. Type or paste the path to your old voice mod that contains the "Voice" folder. 3. The mod.xml will be generated at that same folder. 4. Install the mod as if 0.6.13 never happened. Replace with the current game version. Things to note: This tool will (hopefully) work for all voice and sound effect mods from 0.6.6 to I haven't tested mods with PVE voices yet, so I can't guarantee that those lines will work (fixed in I do know for sure that mp3 voice mods are not currently working as of 0.6.13. Perhaps will fix this. MP3 files still do not play in You'll need to convert to .wem until WG implements MP3 support again. Make sure res\banks does not contain the folders Languages and OfficialMods. Having any of these folders will remove the ability to select VO mods, even official ones like Seagal. Thanks to hakabase and Aessaya for bringing this to my attention.
  11. The installation steps should be the same as in 0.6.12. Make sure the banks folder in the zip is in res_mods\gameversion. In this case, res_mods\
  12. Main battery voices still don't work sadly. Updated download links are available.
  13. Working on a fix for 0.6.13 at the moment. Looking through the example mod.xml provided by WG, some extra voiceable events seem to be added (like main battery shots). I'll try to see if I can get them to work.
  14. They are in the .bnk files. It seems the AA sounds are in WOWS_AA.bnk, but I'm not too sure which .bnk file has the sounds for primaries/secondaries/torpedoes. A much easier way to mod gun/torpedo/aa sounds is to use the SFX mod method shared by Niko.