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Noobatron22

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Everything posted by Noobatron22

  1. The music logic is tied directly to music_global_play.bnk (Wwise Soundbank) which dictates what music plays, so theoretically it should be possible. However, figuring out how to properly replace it has become more of a complex issue the more I dig into it as I have to learn several tools at once and figure out which does which (IRL duties keeping me busy as well doesn't help). So not yet sadly.
  2. Your wem file is being read as a wem.wem file, make the correction in the extension and try again.
  3. While I have absolutely no experience writing script for UE4SS, I believe I see the problem: your script is doing Y for all world spaces and an oblivion gate is technically a world space itself as it has weather (even if it is just a red sky), so you'll have to adjust your script to exclude the oblivion gate world space via keyword and use a "not equal to" command to exclude oblivion gates specifically.
  4. Then either something is breaking in the packing process (very unlikely given the title music works), you are not placing the battle music in the proper folder directory (OblivionRemastered\Content\WwiseAudio\Media), or the tracks you are replacing are not using the file names listed (also unlikely given what you described in your post). In addition at this time, the battle music must be the exact same audio length as the original music you are replacing or else you will run into issues with it playing (refer to the note regarding custom music in the OP). A solution to this issue appears to be close, it's just a matter of experimentation at this point.
  5. Playtest your converted .wem files with a .wem player like foobar2000 before packing them. Checking music via FModel will only play the .wav version of those files.
  6. Fighting the modern search engines on information for properly adding the .bnk file and setting events to tie in to the .uasset file, it appears the opposite is done instead: you create the .uasset file using the Unreal Editor and a .bnk file is created after; I've dug up some relevant links that might help make things more clear. Event-Based Packaging Process Overview Unreal Engine 5 and Wwise Integration (Blueprint & C++)
  7. You just don't add the event that sets off the battle music when you go into combat.
  8. At this time, I can indeed confirm that music_global_play.bnk is the key file that dictates much of the music logic in-game via events (Battle/Public/Explore/etc.); replacing the file with an eventless one and testing in-game played no music at all anywhere. All custom music mods must include a custom generated music_global_play.bnk (Soundbank created with Wwise) with events tied to their tracks and that should theoretically solve the music cutoff issue (still in the process of figuring out which does which with Wwise and how to do so); said file will go in OblivionRemastered/Content/WwiseAudio/Event in your .pak file. Do keep in mind that you must also include the music you don't intend to replace/add to (even if it is a simple main menu music replacement mod, you have to add all the other Battle/Public/Explore events and tie those to the vanilla files) or else all other music tracks will simply not play. Special thanks to Tyrael75 for helping figure this one out.
  9. That would involve an event trigger being disabled for battle music altogether with the Unreal Engine and as for which file would dictate it, it could be the very same file I'm currently taking a look at: the music_global_play.bnk file. As soon as free time allows me, I'm going to see if I can reconstruct the same settings the original uses; theoretically it should solve the audio length cutoff issue as well as give more insight into what sets off what, including whether or not battle music is preventable.
  10. That could be tied to events that need to be set; but my experience with Wwise is very limited to say for certain. Perhaps you could compare the .XML data with the .bnk you've created to see which data is missing (use Wwiser on the original .bnk file to retrieve) EDIT: Definitely appears to be the case on my end when it comes to triggering music just from looking at the .XML data, will figure out what does what here.
  11. Appreciate the information, this one had me stumped for awhile. Will test immediately and see if this resolves the music issue.
  12. I'd imagine the functionality isn't there yet; Oblivion Remastered modding is still quite new and there's still plenty left undiscovered. Would definitely let the team know what kind of mod it is and why it needs to be installed as such so they can make the necessary update.
  13. Could be an engine or soundbank related bug exclusive to the Unreal Engine, can't really say for sure without testing with a clean modless save.
  14. The correct audio path for your file is OblivionRemastered/Content/WwiseAudio/Media, not Music/special. Do not use the original folder paths from Oblivion, the Unreal Engine uses its own specific paths to read audio.
  15. Please specify how long the track was, a file somewhere is dictating audio length for vanilla music and applying it to any custom track replacers. Been busy trying to find a workaround for this, but the suspect .bnk file may very well need a hex edit to solve and that may take awhile going in blind.
  16. It's becoming more clear that the suspect file is indeed the music_global_play.bnk file dictating audio length and I'm currently trying to figure out how to import the soundbank into Wwise to take a closer look. This could also very well be the file where you set up the additional tracks, but I cannot confirm that at this time. EDIT: I should clarify that this is for music, but it should also apply to any related .bnk file that dictates any custom audio you are trying to add.
  17. Try using xEdit for that checkbox instead, should go much smoother. However, AltarESPMain.esp along with AltarESPLocal.esp are essentially the Remastered changes the engine depends on; your game will crash if they are not loaded. In addition, you must also now load Knights.esp and ShiveringIsles.esp as these are now baseline (deluxe exclusive .esps can be skipped)
  18. You must make that cosmetic change using Unreal Engine, open up OblivionRemastered-Windows.utoc using FModel and take a look around OblivionRemastered/Content/Forms for Shadowmere (can't pinpoint it at this time).
  19. Very odd for that to happen with an .esp file. If you by chance have a copy of the original Oblivion, see if you can load it using that.
  20. NPC additions are tied to the Unreal Engine; the process of figuring out how to add them to the Remastered edition is still in the experimental phase as far as I know. As for your other issue, manually load your .esp using the plugins.txt file located along with the other .esp files instead and see if the changes do go through, it could be a mod manager related issue given how new this all still is.
  21. You need to specify exactly what changes you are making; are you tweaking numbers, adding npcs, items, textures, etc. The way the Remastered edition handles additions are very different from the original.
  22. You're very unlikely to find that as we enter the second week of discovering what's new here, you'll have to do some experimenting/testing yourself if you want some answers right away. Start with this link here, it will take you to several UE engine guides you will need to learn how to properly mod this game.
  23. Music played in-game is randomly chosen based off a playlist, even if that were to work, it would either be too unreliable or you would be restricted to just one track per event playlist. EDIT: I just noticed the edit you've placed into the OP and I wouldn't exactly call that accurate for music, a file somewhere is dictating audio length and that same file could be modified to compensate for custom tracks as soon as the appropriate tool for the .bnk files have been found; refer to this thread for more details.
  24. At this time, the audio length must match the original file you are replacing or issues will appear such as cutoffs or the sound just not playing. As far as I know, it could very well be tied to the related .bnk and would have to be modified to accommodate the change in audio length. I'm currently working on finding a solution to that issue so composers/modders can bring over their music mods, but any assistance in this matter would be much appreciated.
  25. Rename your .wems to something more easily accessible (submerge/emerge appears to be the simplest) to check and see if your audio is loading in the first place. If it is, then it's just a matter of hunting down the appropriate replacement ids.
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