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Appreciate the pointers! I've tried the approach of using a "generic" package for making small voice mods, but I kept running into strange problems with that approach. Might revisit it later, though. I'll be sure to look into cooking these mods some time soon. Cheers.
And check https://www.reddit.com/r/xcom2mods/wiki/index/cooking_for_dummies/ - Xcom2 is kinda weird about this, where we have to work with WAV files, but when you compile the mod it converts them to OGGs, leaving WAVs in the package for no reason, making it weight like 10 times more than it should.
And last but not least, check https://steamcommunity.com/sharedfiles/filedetails/?id=2798541285 - you can add bunch of events to your robojumper script and then when people will use that mod your cues will play.