• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

evilness

Private
41 Badges
Aug 10, 2004
12
359
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV: Res Publica
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Lead and Gold
  • Leviathan: Warships
  • Magicka
  • Crusader Kings II
  • The Showdown Effect
  • Warlock: Master of the Arcane
  • War of the Roses
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
So I wanted to make a simple mod that triggers a sound when a colony ship is completed.

Turns out that is a lot harder than I thought.

So I've added the sound just fine and can play it from an event I made to test it.

My flawed approach so far has been create event -> trigger via on_action on_ship_built if colony ship. This only worked if the event wasn't hidden, I can't get a hidden event to play the sound.

I've looked through quite a few game files to find where the triggers for ship completion or any sound trigger really, are stored.

My question is are the games context based sound triggers mod-able and if so where are they stored?