Need Assistance in modding the missile incoming alert
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Ziea Ebbon
- Posts: 11
- Joined: Sun, 4. Aug 24, 10:36

Need Assistance in modding the missile incoming alert
Good day.
I need help in how to mod/edit the incoming missile sound effect. I preferably would like to change it to a simple beep instead of a cyberpunk duck honking me to death.
I know a little bit about modding x4 and have a vague idea how to use the catalogue tool.
However I do not know what file is the sound effect of the missile warning sound, and I do not know how to package the edits into a mod file.
Any help would be appreciated!
- Ziea
((For context: the incoming missile alert gets incredibly annoying when I've got 500133700k Dumbfire/Tracker missile turrets spitting missiles at me and making me want to rather get hit and killed by the missiles instead of dodging them cause then as least then I won't have to be constantly getting multiple layers of rapid HONK HONK HONK for what is near and endless hooouuuuuuunguhk noises from missiles that missed me. As far as warning alerts go... its pretty bad if getting hit by the missiles is less painful than the incoming missile alert... and when its just say... a single pirate that fired a missile its not as bad... but when I'm attacking a Split or Terran L/XL/Station and they're spamming the stuff it makes me feel like I am being assaulted by an army of cyberpunk ducks trying to honk me to death.))
I need help in how to mod/edit the incoming missile sound effect. I preferably would like to change it to a simple beep instead of a cyberpunk duck honking me to death.
I know a little bit about modding x4 and have a vague idea how to use the catalogue tool.
However I do not know what file is the sound effect of the missile warning sound, and I do not know how to package the edits into a mod file.
Any help would be appreciated!
- Ziea
((For context: the incoming missile alert gets incredibly annoying when I've got 500133700k Dumbfire/Tracker missile turrets spitting missiles at me and making me want to rather get hit and killed by the missiles instead of dodging them cause then as least then I won't have to be constantly getting multiple layers of rapid HONK HONK HONK for what is near and endless hooouuuuuuunguhk noises from missiles that missed me. As far as warning alerts go... its pretty bad if getting hit by the missiles is less painful than the incoming missile alert... and when its just say... a single pirate that fired a missile its not as bad... but when I'm attacking a Split or Terran L/XL/Station and they're spamming the stuff it makes me feel like I am being assaulted by an army of cyberpunk ducks trying to honk me to death.))
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ChemODun
- Posts: 584
- Joined: Mon, 12. Feb 07, 21:58

Re: Need Assistance in modding the missile incoming alert
I'm not an expert in modding,
But possible a simplest way for you - it is a replace the file `sfx\weapons\rocket\incoming_missile_beep.wav`
To be sure - extract this file from a game cat files, if it is this file - to make own, make an extension exactly with such subfolder structure and file name, and load a game
It is a high level plan
You can refer on https://wiki.egosoft.com/X4%20Foundatio ... 20Support/
And looks like - you can not make a mod, try to use the same approach as it proposed in this how-to - https://wiki.egosoft.com/X4%20Foundatio ... e%20Music/
But still - folder structure is important
And please take in account - changing file can be not a solution, as some parameters is defined in `libraries/sound_library.xml`, and if it will require changes in this file - you have to study the viewtopic.php?t=354310
But possible a simplest way for you - it is a replace the file `sfx\weapons\rocket\incoming_missile_beep.wav`
To be sure - extract this file from a game cat files, if it is this file - to make own, make an extension exactly with such subfolder structure and file name, and load a game
It is a high level plan
You can refer on https://wiki.egosoft.com/X4%20Foundatio ... 20Support/
And looks like - you can not make a mod, try to use the same approach as it proposed in this how-to - https://wiki.egosoft.com/X4%20Foundatio ... e%20Music/
But still - folder structure is important
And please take in account - changing file can be not a solution, as some parameters is defined in `libraries/sound_library.xml`, and if it will require changes in this file - you have to study the viewtopic.php?t=354310
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Ziea Ebbon
- Posts: 11
- Joined: Sun, 4. Aug 24, 10:36

Re: Need Assistance in modding the missile incoming alert
Right.
I found the sound effect, I've replaced it now.
How do I repackage it?
I'd prefer to have it in a neat extension file so I don't have to repeatedly extract and append to the 02 catalogue in the game files to apply this.
Edit:
Apologies let me clarify my questions as I am getting no answers
1) I know know the wav file is in catalog 2.
Do I now... extract catalog 2, replace the wav file, then use the catalog tool to make a new catalog and put in a folder in extensions?
2) do I need to delete everything in that folder beside the folders and the wav file before I make a new catalog?
3) how do I make the little xml file that needs to go into that folder next to my mod?
4) what should I label the catalog as in my mod folder? 1? 2? 02?
5) how do I make sure it replaces the one file and doesn't say.... replace the entirety of the 02 catalog with just one file?
I found the sound effect, I've replaced it now.
How do I repackage it?
I'd prefer to have it in a neat extension file so I don't have to repeatedly extract and append to the 02 catalogue in the game files to apply this.
Edit:
Apologies let me clarify my questions as I am getting no answers
1) I know know the wav file is in catalog 2.
Do I now... extract catalog 2, replace the wav file, then use the catalog tool to make a new catalog and put in a folder in extensions?
2) do I need to delete everything in that folder beside the folders and the wav file before I make a new catalog?
3) how do I make the little xml file that needs to go into that folder next to my mod?
4) what should I label the catalog as in my mod folder? 1? 2? 02?
5) how do I make sure it replaces the one file and doesn't say.... replace the entirety of the 02 catalog with just one file?
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ChemODun
- Posts: 584
- Joined: Mon, 12. Feb 07, 21:58

Re: Need Assistance in modding the missile incoming alert
Will try to explain
It will be always applied. At least you can try.
- when extension is loaded, it "overwrites" original game files (or files from previously loaded ones)
- for xml files can be applied a diff mode load, when you specially format your xml, and in this case, it will modify the original one - not overwrite
- so, extension, it is folder under `extensions` folder in game root
- such folder has to contain `content.xml`, see below
- and now, you can assume this folder with `content.xml` as a root folder for game resources
- so, you have to place a new .wav file with the same path, name, extension, as the original ones, what you to want to replace
- in your case it will be flder structure `sfx\weapons\rocket` with file `incoming_missile_beep.wav`
- what it has to be in `content,xml` you can look in existing mods and dlcs, or from there = https://github.com/temetvince/template- ... ontent.xml
It will be always applied. At least you can try.
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ChemODun
- Posts: 584
- Joined: Mon, 12. Feb 07, 21:58

Re: Need Assistance in modding the missile incoming alert
And please welcome into the respective discord channel - there are a lot of more skilled, than me, people https://discord.com/channels/3370982909 ... 0877228042
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Ziea Ebbon
- Posts: 11
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Re: Need Assistance in modding the missile incoming alert
I apologise. ChemODun you have not helped me at all.
I'll just have to ask more detailed questions and hope someone who can give more detailed answers and more detailed steps can come round and help me.
As for linking discord servers, your link doesn't work. I presume that link goes to the egosoft discord? The modders/members on that discord have not been of any help. Not now. Not 2 years ago. I've asked for help on how to make mods on numerous occasions. They have been of no help.
I'd rather sit and wait for someone to give me a better explanation here on the Egosoft forums.
Now excuse me I'll need to go sit and think of how I can word my questions so people can understand what I am asking and provide me an actual solution.
I'll just have to ask more detailed questions and hope someone who can give more detailed answers and more detailed steps can come round and help me.
As for linking discord servers, your link doesn't work. I presume that link goes to the egosoft discord? The modders/members on that discord have not been of any help. Not now. Not 2 years ago. I've asked for help on how to make mods on numerous occasions. They have been of no help.
I'd rather sit and wait for someone to give me a better explanation here on the Egosoft forums.
Now excuse me I'll need to go sit and think of how I can word my questions so people can understand what I am asking and provide me an actual solution.
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ChemODun
- Posts: 584
- Joined: Mon, 12. Feb 07, 21:58

Re: Need Assistance in modding the missile incoming alert
Excuse me, if I'm not good enough in explanation...
Hope someone can explain better than me
I simple will make one short turn to answer exactly on your questions
No.Ziea Ebbon wrote: ↑Sat, 18. Oct 25, 16:41 1) I know know the wav file is in catalog 2.
Do I now... extract catalog 2, replace the wav file, then use the catalog tool to make a new catalog and put in a folder in extensions?
You not must to make a new catalog. It possible, but not needed, and not mandatory.
Currently catalogs are used by Egosoft mostly for the signature checking, to confirm, if files are original ones, and game is not modified.
Not fully understand, but there is example, how the structure of mod with name missile_alert should looks likeZiea Ebbon wrote: ↑Sat, 18. Oct 25, 16:41 2) do I need to delete everything in that folder beside the folders and the wav file before I make a new catalog?
Code: Select all
extensions
└── missile_alert
├── sfx
│ └── weapons
│ └── rocket
│ └── incoming_missile_beep.wav
└── content.xml
Simple download the https://github.com/temetvince/template- ... ontent.xml, and edit it with your dataZiea Ebbon wrote: ↑Sat, 18. Oct 25, 16:41 3) how do I make the little xml file that needs to go into that folder next to my mod?
Code: Select all
<content
id="missile_alert"
name="New Missile Alert"
...
As I wrote before - you don't need a catalogs at all.Ziea Ebbon wrote: ↑Sat, 18. Oct 25, 16:41 4) what should I label the catalog as in my mod folder? 1? 2? 02?
When you will publish the mod via Steam Workshop, Workshop tool will make it instead of you.
But, will repeat, you don't need to pack you mod in catalogs.
As you will place an exact file in exact folder (folder structure) - you will be 100% what is modified.Ziea Ebbon wrote: ↑Sat, 18. Oct 25, 16:41 5) how do I make sure it replaces the one file and doesn't say.... replace the entirety of the 02 catalog with just one file?
Good luck and wish you to achieve your goals!
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Ziea Ebbon
- Posts: 11
- Joined: Sun, 4. Aug 24, 10:36

Re: Need Assistance in modding the missile incoming alert
Good day all!
I would like to ask for a detailed explanation on how to make a mod.
Currently I have taken the X Catalog Tool.
I then used the tool to 'Import Catalogs' with Diff set to 'Old Files'. I selected the 02.cat file in the root folder of the game.
I press 'Extract all' and select my 000UNCOMPRESSED/Raw Base 2/ as the extract point (to help keep things neat so I know which catalog I extracted what from.)
I keep the catalog tool open.
I go to 000UNCOMPRESSED/Raw Base 2/sfx/weapons/rocket/ and replace the incoming_missile_beep.wav with my own incoming_missile_beep.wav file.
I go back to the catalog tool.
I select 'root folder for input file' and specify 'Raw Base 2' as the root.
under the Diff I set it to new files.
I select import folders and select the contents of 'Raw Base 2'.
I press create Diff
I press 'append to catalog' and select the 02.cat file in the root folder of the game.
I launch the game and load a quicksave where I can quickly attack a TER Syn (that has 8 Large Missile Turrets) to aggravate it and make it shoot missiles at me.
The incoming missile sound is now replaced with a much more manageable beep noise instead of an annoying duck honking sound.
My current issue:
If Egosoft update x4 I have to go into steam and tell it to re-download the files to ensure nothing goes wrong with Egosoft'supdates to x4.
Then re-extract the contents of 02.cat and re-insert the sound file then re-make the diff and re-append it to the 02.cat file.
I wish to make a mod file in Extensions, to avoid having to go through the slog of making these changes each time Egosoft makes an update.
Folder name: missileincomingalertchange
I have a content.xml file with the following edited in to the base template
id="ziea_miac1"
name="missileincomingalertchange"
author="ziea"
version="100"
date="2025-10-25"
I have put the loose files into this folder, mod does not appear in options menu, sound effect remains annoying duck honking.
I have told the catalog tool to save as catalog and save the file into this missileincomingalertchange folder and labelled it as ext_01, mod does not appear in options menu, sound effect remains annoying duck honking.
I have told the catalog tool to save it instead as ext_02, mod does not appear in options menu, sound effect remains annoying duck honking.
I have told steam to run game with -prefersinglefiles, mod does not appear in options menu, sound effect remains annoying duck honking.
For context, (in case it helps? idk)
the only other things I can think... I have "-voicelanguage 49" in steam cause I like to have the german VO playing while keeping the interface in english as I am trying to learn german.
Game is on my E drive, but this same song and dance gives the same result if I did it all in my D or C drive.
I have 2 screens, but I doubt its that.
I remember about 9 months ago downloading a mod from steamworkshop and it didn't show up in game, the issue was the mod maker had labelled the mod name different from the folder name, with a quick edit to that the mod worked and I could run it.
I will await patiently for instructions on what to do, please refrain from trying to help. I want actual help. Step by step help.
Many thanks.
- Ziea
I would like to ask for a detailed explanation on how to make a mod.
Currently I have taken the X Catalog Tool.
I then used the tool to 'Import Catalogs' with Diff set to 'Old Files'. I selected the 02.cat file in the root folder of the game.
I press 'Extract all' and select my 000UNCOMPRESSED/Raw Base 2/ as the extract point (to help keep things neat so I know which catalog I extracted what from.)
I keep the catalog tool open.
I go to 000UNCOMPRESSED/Raw Base 2/sfx/weapons/rocket/ and replace the incoming_missile_beep.wav with my own incoming_missile_beep.wav file.
I go back to the catalog tool.
I select 'root folder for input file' and specify 'Raw Base 2' as the root.
under the Diff I set it to new files.
I select import folders and select the contents of 'Raw Base 2'.
I press create Diff
I press 'append to catalog' and select the 02.cat file in the root folder of the game.
I launch the game and load a quicksave where I can quickly attack a TER Syn (that has 8 Large Missile Turrets) to aggravate it and make it shoot missiles at me.
The incoming missile sound is now replaced with a much more manageable beep noise instead of an annoying duck honking sound.
My current issue:
If Egosoft update x4 I have to go into steam and tell it to re-download the files to ensure nothing goes wrong with Egosoft'supdates to x4.
Then re-extract the contents of 02.cat and re-insert the sound file then re-make the diff and re-append it to the 02.cat file.
I wish to make a mod file in Extensions, to avoid having to go through the slog of making these changes each time Egosoft makes an update.
Folder name: missileincomingalertchange
I have a content.xml file with the following edited in to the base template
id="ziea_miac1"
name="missileincomingalertchange"
author="ziea"
version="100"
date="2025-10-25"
I have put the loose files into this folder, mod does not appear in options menu, sound effect remains annoying duck honking.
I have told the catalog tool to save as catalog and save the file into this missileincomingalertchange folder and labelled it as ext_01, mod does not appear in options menu, sound effect remains annoying duck honking.
I have told the catalog tool to save it instead as ext_02, mod does not appear in options menu, sound effect remains annoying duck honking.
I have told steam to run game with -prefersinglefiles, mod does not appear in options menu, sound effect remains annoying duck honking.
For context, (in case it helps? idk)
the only other things I can think... I have "-voicelanguage 49" in steam cause I like to have the german VO playing while keeping the interface in english as I am trying to learn german.
Game is on my E drive, but this same song and dance gives the same result if I did it all in my D or C drive.
I have 2 screens, but I doubt its that.
I remember about 9 months ago downloading a mod from steamworkshop and it didn't show up in game, the issue was the mod maker had labelled the mod name different from the folder name, with a quick edit to that the mod worked and I could run it.
I will await patiently for instructions on what to do, please refrain from trying to help. I want actual help. Step by step help.
Many thanks.
- Ziea
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Casishur
- Posts: 2402
- Joined: Fri, 1. Jul 05, 10:04

Re: Need Assistance in modding the missile incoming alert
-prefersingelfiles
uses the main directory of X4 foundation itself.
If you want to change the rocket sound directly in this way, you must insert the sound here:
X4/sfx/weapons/rocket/incoming_missile_beep.wav
These subfolders must be created
The fact that the mod is not recognised may be due to a typo in content.xml.
It is sufficient to create a separate line for each individual entry, and content.xml will no longer be recognised.
That's how it should look.
I'm not sure, but perhaps the content ID ‘ziea_miac1’ must match the directory namen.
The dependencies for terran_dlc are excluded; this is only an example entry in case dependencies are needed later on.
Exclusions are made with <!-- excluded -->
uses the main directory of X4 foundation itself.
If you want to change the rocket sound directly in this way, you must insert the sound here:
X4/sfx/weapons/rocket/incoming_missile_beep.wav
These subfolders must be created
The fact that the mod is not recognised may be due to a typo in content.xml.
It is sufficient to create a separate line for each individual entry, and content.xml will no longer be recognised.
That's how it should look.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<content id="ziea_miac1" name="missileincomingalertchange" description="changes the missile incoming beep" author="ziea" version="100" date="2025-10-25" save="0" lastupdate="1749677024">
<text language="34" name="missileincomingalertchange" description="changes the missile incoming beep"></text>
<dependency version="400"></dependency>
<!-- optional="true": No error if dependency missing/disabled. This is only used to define the loading order of extensions (dependencies are loaded first). -->
<!-- <dependency id="ego_dlc_terran" version="100" optional="false" /> -->
</content>
The dependencies for terran_dlc are excluded; this is only an example entry in case dependencies are needed later on.
Exclusions are made with <!-- excluded -->
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Ziea Ebbon
- Posts: 11
- Joined: Sun, 4. Aug 24, 10:36

Re: Need Assistance in modding the missile incoming alert
The XML code you have there looks completely different from any "instructions" I have found online or that has been linked to me before.Casishur wrote: ↑Sat, 25. Oct 25, 16:50 -prefersingelfiles
uses the main directory of X4 foundation itself.
If you want to change the rocket sound directly in this way, you must insert the sound here:
X4/sfx/weapons/rocket/incoming_missile_beep.wav
These subfolders must be created
The fact that the mod is not recognised may be due to a typo in content.xml.
It is sufficient to create a separate line for each individual entry, and content.xml will no longer be recognised.
That's how it should look.
I'm not sure, but perhaps the content ID ‘ziea_miac1’ must match the directory namen.Code: Select all
<?xml version="1.0" encoding="utf-8"?> <content id="ziea_miac1" name="missileincomingalertchange" description="changes the missile incoming beep" author="ziea" version="100" date="2025-10-25" save="0" lastupdate="1749677024"> <text language="34" name="missileincomingalertchange" description="changes the missile incoming beep"></text> <dependency version="400"></dependency> <!-- optional="true": No error if dependency missing/disabled. This is only used to define the loading order of extensions (dependencies are loaded first). --> <!-- <dependency id="ego_dlc_terran" version="100" optional="false" /> --> </content>
The dependencies for terran_dlc are excluded; this is only an example entry in case dependencies are needed later on.
Exclusions are made with <!-- excluded -->
It worked, the mod appeared in the list.
However my issue with the file not working still persists. Mod on or off resulted in the the base annoying duck honking for incoming missiles.
Please stop endlessly "suggesting" this -preferlosingtimeandpatience thing. I want to make a .cat file
I'm going to try 1 more thing, to see if I can figure out what everyone is avoiding in telling me.
Edit: No renaming folders around and even altering folder structure doesn't help.
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Casishur
- Posts: 2402
- Joined: Fri, 1. Jul 05, 10:04

Re: Need Assistance in modding the missile incoming alert
You may be able to redirect the sound effect to another file.
This file is placed in the /libraries directory and is named sound_library.xml
This is the content of the sound library from my Xenon_XBtf-K mod (currently outdated). There, I changed the sound effect to the sound effect from X Beyond the Frontier missile incoming sound filename 1203.wav.
Bep bep beep beep beeeeeeep
What needs to be changed is this directory.
The sound_library.xml file is relevant for you; it can be found in the /libraries directory.
This Diff Example should help you ensure that the X4 finds the sound. It will also output any errors in the log file and in the in-game log window (a keyboard shortcut may need to be set up separately for this).
.
This file is placed in the /libraries directory and is named sound_library.xml
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<!-- ................... -->
<!-- ...... INDEX ...... -->
<!-- ................... -->
<!--
o Ambient
o Cockpit Ambient
o Cockpit
o Cutscene
o Animation
o Dummy
o General
o Music
o UI
o Voice
o Argon Male 1
o Board Computer Betty
o Object / Item names
o Old (But some used)
o Yisha
o Test (Debugging)
..........................
...... FULL EXAMPLE ......
..........................
<sound id="id" description="my desc" repeat="1" is3d="0" isunique="0" preload="0" amount="32">
<sample start="file" loop="file" end="file" />
<sample selection="random">
<select start="file" loop="file" end="file" weight="30"/>
<select start="file" loop="file" end="file" weight="70" />
</sample>
<volume start="1" loop="1" end="1" distance="1" />
<effects>
<doppler factor="1.0" />
<fade in="0.1" out="0.2" />
<filter mode="lowpass|bandpass|highpass|notch" frequency="[0, 1]" oneoverq="[0, 1.5]" />
<reverb room="large hall" roomsize="[1, 100] in feet" drymix="[0, 100] (percentage)" density="[0, 100] (percentage)" />
<reverb room="large hall" roomsize="[1, 100] in feet" drymix="[0, 100] (percentage)" density="[0, 100] (percentage)" />
<pitch start="0.8" end="1.0" steps="1" />
</effects>
<random_noise interval="42.2 (in seconds)">
<override interval="15.5" tags="tag1 tag2" />
<override interval="2" tags="tag3 tag4 tag5" />
</random_noise>
</sound>
-->
<diff>
<replace sel="/soundlibrary/sound[@id='incoming_missile_beep']">
<sound id="incoming_missile_beep" description="Incoming Missile Beep" repeat="1" is3d="1" preload="0">
<sample start="extensions\tachi_dlc_Xbtf-K\sfx\weapons\rocket\incoming_beep_1203"/>
<volume start="1.0" end="1.0" distance="5.0">
<distancecurve>
<point distance="0.0" volume="1.0"/>
<point distance="0.2" volume="1.0"/>
<point distance="0.5" volume="1.0"/>
<point distance="1.0" volume="1.0"/>
</distancecurve>
</volume>
</sound>
</replace>
</diff>
This is the content of the sound library from my Xenon_XBtf-K mod (currently outdated). There, I changed the sound effect to the sound effect from X Beyond the Frontier missile incoming sound filename 1203.wav.
Bep bep beep beep beeeeeeep
What needs to be changed is this directory.
Code: Select all
<sample start="extensions\yourmodname\sfx\weapons\rocket\incoming_beep_1203"/>X4 uses a special directory file for sound files, macros and components.Edit: No renaming folders around and even altering folder structure doesn't help.
The sound_library.xml file is relevant for you; it can be found in the /libraries directory.
This Diff Example should help you ensure that the X4 finds the sound. It will also output any errors in the log file and in the in-game log window (a keyboard shortcut may need to be set up separately for this).
.
CPU Typ Ryzen 9 3900x
Grafikkarte Radeon RX 7600 XT 16GB
Arbeitsspeicher: Corsair Vengeance LPX 64GB (4 x 16 GB) DDR4 3200MHz
Motherboard Name/Typ MSI B550 Gaming Plus
Win 10 64 bit
Betty : Autopilot.... hat.... total Versagt.
Twitch https://www.twitch.tv/Casishur
Grafikkarte Radeon RX 7600 XT 16GB
Arbeitsspeicher: Corsair Vengeance LPX 64GB (4 x 16 GB) DDR4 3200MHz
Motherboard Name/Typ MSI B550 Gaming Plus
Win 10 64 bit
Betty : Autopilot.... hat.... total Versagt.
Twitch https://www.twitch.tv/Casishur
-
Ziea Ebbon
- Posts: 11
- Joined: Sun, 4. Aug 24, 10:36

Re: Need Assistance in modding the missile incoming alert
redirecting the sound file does not alter the sound. It doesn't even result in an error message. it keeps playing the base file sound.
I want to know how to make a mod so I can make x4 more comfortable to play for myself, I have a lot of stress and just want to relax after all my 3d modelling.
I want to make a catalog.
I want the game to pick up the catalog in that mod file then go into its files and replace the sound file with the one I put in.
If I REPLACE the BASE GAME X4_Foundations/02.CAT file's sound file it becomes modified.
I do not want to endlessly replace base game files when egosoft update the game.
I'm a 3d model maker. not a code Jock. I may not have a job currently but I spend my days improving my 3d modelling and teaching myself how to use Blender. I don't have the spare energy to constantly come back and try things that don't work.
I'm convinced now that either there is some setting in the steam x4 that says 'if name Ziea -> deny mods that are not downloaded from nexus or steam workshop'
or you all are just blatantly keeping the info on how to make a .cat file for a mod to yourselves.
How do you make a .CAT file?
I asked this before when I modified the game's jobs.xml files to reduce the Xenon ship count to half and reduced the Vigor Syndicate faction's ship count to zero.
I could get this to work flawlessly and without issue by directly appending it to the core x4 files.
But the moment there is an update I have to download the x4 base files again... extract again... copy over the modified jobs file, make sure there wasn't any changes so I don't get bugs, compare and create a Diff, append to the catalog, enjoy the game.
Instead I've gone and had to just flat out disable Tides of avirice, and just create a universe with a custom start and a collossal defence platform in matrix 79b so that the xenon can't just steamroll split territory then steamroll haktikva and then steamroll the rest of the galaxy.
And now I want to change the sound file so I don't get an anxiety attack when 500 missiles are fired at me from the non stop obnoxious electronic duck honking.
If any admins read this: I'm really sorry, please just delete this whole thread, this isn't helping me or anyone.
I'm sorry for taking everyone's time.
Thank you for trying to help, but its clear none of you can help.
I'm just going to have to just manually instal my mods.
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alt3rn1ty
- Posts: 3797
- Joined: Thu, 26. Jan 06, 19:45

Re: Need Assistance in modding the missile incoming alert
Isn't this just a replacer file?, ie if you install it as a loose file (instead of putting it in a .cat archive), the game will load the loose file instead of the original in the .cat archive.
So you just install your modified sound file in ..
X4\sfx\weapons\rocket\incoming_missile_beep.wav
.. and test. No need to add any custom .cat file.
I am not used to modding X4, but this has always worked for previous games in the X Series, where the game engine prioritises loading loose files over files stored in a .cat - So long as the replacer file has the same file path as the original in the .cat).
If it doesn't work just delete the loose file. But only thing that may stop it working is if there is a DLC which also adds a replacer for the same file, in which case you install the loose file in the DLC path for the same file (again as a loose file not in a .cat).
So you just install your modified sound file in ..
X4\sfx\weapons\rocket\incoming_missile_beep.wav
.. and test. No need to add any custom .cat file.
I am not used to modding X4, but this has always worked for previous games in the X Series, where the game engine prioritises loading loose files over files stored in a .cat - So long as the replacer file has the same file path as the original in the .cat).
If it doesn't work just delete the loose file. But only thing that may stop it working is if there is a DLC which also adds a replacer for the same file, in which case you install the loose file in the DLC path for the same file (again as a loose file not in a .cat).
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Realspace
- Posts: 1808
- Joined: Wed, 15. Nov 06, 10:21

Re: Need Assistance in modding the missile incoming alert
I've not read the whole thread but, in case nobody already suggested it, to replace sounds in x4, other than redirecting them through soundlibrary.xml, there is an even simpler way:
Make a mod by replicating the folder structure of where sounds are in x4. Put there your custom sound having the same name of the one you want to change. Then open the tool and copy the entire folder from root. Then when exporting, do not call it EXT_ but call it subst_01.
The engine will automatically substitute with those files contained. This can be done with textures either btw.
Make a mod by replicating the folder structure of where sounds are in x4. Put there your custom sound having the same name of the one you want to change. Then open the tool and copy the entire folder from root. Then when exporting, do not call it EXT_ but call it subst_01.
The engine will automatically substitute with those files contained. This can be done with textures either btw.
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Ziea Ebbon
- Posts: 11
- Joined: Sun, 4. Aug 24, 10:36

Re: Need Assistance in modding the missile incoming alert
Ziea Ebbon wrote: ↑Sat, 18. Oct 25, 16:41 4) what should I label the catalog as in my mod folder? 1? 2? 02?
Ziea Ebbon wrote: ↑Sun, 26. Oct 25, 18:38 Please stop endlessly "suggesting" this -preferlosingtimeandpatience thing. I want to make a .cat file
Ziea Ebbon wrote: ↑Fri, 31. Oct 25, 20:15 I want to know how to make a mod so I can make x4 more comfortable to play for myself, I have a lot of stress and just want to relax after all my 3d modelling.
I want to make a catalog.
I want the game to pick up the catalog in that mod file then go into its files and replace the sound file with the one I put in.
I'm convinced now that either there is some setting in the steam x4 that says 'if name Ziea -> deny mods that are not downloaded from nexus or steam workshop'
or you all are just blatantly keeping the info on how to make a .cat file for a mod to yourselves.
How do you make a .CAT file?
Dear Realspace.Realspace wrote: ↑Thu, 27. Nov 25, 02:15 I've not read the whole thread but, in case nobody already suggested it, to replace sounds in x4, other than redirecting them through soundlibrary.xml, there is an even simpler way:
Make a mod by replicating the folder structure of where sounds are in x4. Put there your custom sound having the same name of the one you want to change. Then open the tool and copy the entire folder from root. Then when exporting, do not call it EXT_ but call it subst_01.
The engine will automatically substitute with those files contained. This can be done with textures either btw.
This is the info I wanted.
I have labelled the file as subst_01 and x4 now identifies it as a mod... and the sound effect is replaced... and I don't need to endlessly modify base game code...
Many regards and many thanks, whilst you hadn't read through everything you had answered the issue I had.
I felt like playing x4 again, but the anxiety of losing my modification when the next patches roll out kept stopping me from enjoying the game... but a thing nipped at my mind going "lets just try ONE more time... maybe someone posted on that question whom ACTUALLY read my question." and here we are...
Thank you. I don't know how to put into words how much I want to cry that I now have this solution and how to describe how I won't have to deal with this anxiety and frustration.
I make 3d models, I'm not good at communication or coding.
So thank you again.
