Noobatron22 Posted April 29 Posted April 29 15 minutes ago, lightsourced said: Yes, I used UnrealPak with compression. I adjusted my original post! That's where I got this information - from the .uasset: { "MediaId": 348188333, "MediaPathName": "Media/English(US)/348188333.wem", "PrefetchSize": 0, "MemoryAlignment": 16, "bDeviceMemory": false, "bStreaming": false, "DebugName": "high_elf_f_generic_hit_00028ab0_1.wav" }, { "MediaId": 709980291, "MediaPathName": "Media/English(US)/709980291.wem", "PrefetchSize": 0, "MemoryAlignment": 16, "bDeviceMemory": false, "bStreaming": false, "DebugName": "high_elf_f_generic_hit_0002379c_1.wav" }, The only other thing I can think of is that there are other grunt sounds located elsewhere for the player character but I cannot find them... I've listened to sooo many sound files now. Voice File Location.txt 8.6 kB · 1 download 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.
lightsourced Posted April 29 Posted April 29 14 minutes ago, Noobatron22 said: 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. Ahhh brilliant idea... they are loading... *sigh* so now I just need to find the correct files - weeee!
WestTek Posted April 29 Author Posted April 29 53 minutes ago, lightsourced said: Ahhh brilliant idea... they are loading... *sigh* so now I just need to find the correct files - weeee! They might just be the wav files found in the original sfx or voices bae files. Try extracting those and see if you just need to replace wave files traditionally.
lightsourced Posted April 29 Posted April 29 36 minutes ago, WestTek said: They might just be the wav files found in the original sfx or voices bae files. Try extracting those and see if you just need to replace wave files traditionally. So within the Voices1.bsa there are the generic_hit_*.mp3 files, I added my replacements to MO2 following the same folder structure as in the .bsa but still no luck... With the .pak version, I found the files, and converted and renamed them to the appropriate MediaID file number. However with this style now no sound occurs when my character is hit... it's so weird... is it because it's in a sound bank?? Does that change anything?
Noobatron22 Posted April 29 Posted April 29 2 minutes ago, lightsourced said: So within the Voices1.bsa there are the generic_hit_*.mp3 files, I added my replacements to MO2 following the same folder structure as in the .bsa but still no luck... With the .pak version, I found the files, and converted and renamed them to the appropriate MediaID file number. However with this style now no sound occurs when my character is hit... it's so weird... is it because it's in a sound bank?? Does that change anything? 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. 1
lightsourced Posted April 29 Posted April 29 49 minutes ago, Noobatron22 said: 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. The only thing about this that makes me skeptical is that when I replaced the submerge and emerge files with the stagger sound files they played just fine... something weird is going on maybe.... [Edit] Nevermind, replaced the submerge/emerge files with the generic_hit files and those became silent too... sad.
DarkQuill Posted April 30 Posted April 30 8 hours ago, Noobatron22 said: 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. This should probably be put into the main post, no wonder things aren't working 1
GAYLORDSTEAMBATH Posted April 30 Posted April 30 I'm running into an issue where double clicking the .uasset file only opens the json text, not the wav. Anyone see anything like this? [ { "Type": "AkAudioEvent", "Name": "emt_nirnroot", "Class": "UScriptClass'AkAudioEvent'" } ]
WestTek Posted April 30 Author Posted April 30 1 hour ago, DarkQuill said: This should probably be put into the main post, no wonder things aren't working Done! 9 hours ago, Noobatron22 said: 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. This sounds familiar with Starfield. I vaguely remember that original music will start playing and cut off new replaced music. One way around that I believe was to find the interrupting track and replace that one with a muted one. (albeit it removes that track from the game by being muted, this might be a work around to allowing the new tracks to be heard) Might be worth a shot? 1
WestTek Posted April 30 Author Posted April 30 13 minutes ago, GAYLORDSTEAMBATH said: I'm running into an issue where double clicking the .uasset file only opens the json text, not the wav. Anyone see anything like this? [ { "Type": "AkAudioEvent", "Name": "emt_nirnroot", "Class": "UScriptClass'AkAudioEvent'" } ] Try having this option selected in FModel settings. If that doesn't work, share the location of that file and I'll see if I can get it to open up on my end.
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