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lightsourced

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  1. Yea, I'm assuming this is the issue I'm currently running into for the non-music mod as a sound without a .bnk replaced just fine, while the ones I want to use just ended up being silent. Can't wait to see what you discover!!
  2. How is this working out for you? I'm trying to replace some player voice combat files that rely on a .bnk otherwise they are silent. Would love some help getting it to work, thanks!
  3. 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.
  4. 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?
  5. Ahhh brilliant idea... they are loading... *sigh* so now I just need to find the correct files - weeee!
  6. 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
  7. Tried that, still isn't working, plus other audio mods like the lowered church bells use lowercase _p and they are working just fine
  8. I converted the .wav files to .wem put them in the following folder structure: OblivionRemastered-Windows_HighElfF_VoiceReplacer_p\OblivionRemastered\Content\WwiseAudio\Media\English(US) I previewed the .wem file with Fmodel, it is using the correct sound I want. I packed them with UnrealPak compression, then added it to a 7zip folder. I then installed with MO2, checked the file structure: Paks\~mods\OblivionRemastered-Windows_HighElfF_VoiceReplacer_p.pak (looks correct) However, when I load into my game its still the original sound file, doesn't seem like it's replacing it. I renamed the converted .wav files to the following: 348188333.wem 709980291.wem as per: { "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" }, Also, the file structure within Fmodel looks to be correct for my packaged mod: Would greatly appreciate some help, thanks!
  9. Hiya, how would I go about unpacking OblivionRemastered-Windows.pak to grab an audio file from it to replace another audio file? When I put it over UnrealUnpak.bat I get the following and nothing is unpacked
  10. I would love to see a mod that displays only the widgets of your equipped items/spells/shouts the way iEquip does. I like how it shows all your equipped item information etc with highly configurable placement and design. I don't really like the way the hotkeys work and it's a bit laggy updating the widgets. Equipment Durability's widgets are much more responsive. Not sure if something can be replicated between the two but would be nice to see something that's just a simple widget ui display mod.
  11. Thank you so much Kalilies for all your hard work! Wish your mod was in ALL TEH GAMES! haha <3 Literally the best!
  12. Yea, that was my first thought as well, but I looked up my current weapon in tesedit and the skill is set to one handed... it's so weird!!! Is that the only record that would cause this to happen? Or is there some other place I can check to see if there's a conflict?
  13. No, unfortunately that wouldn't be the case either as all my followers also use one handed weapons and I'm using Immersive Amazing Follower Tweaks... not sure if this is a feature in this particular rendition >.< Gah! This sucks, because now I'm not even sure I'm getting benefits of like +15% to one handed... if when I use my one handed I level up in two handed o.O
  14. Just as the title says, I'm currently playing with a dagger in one hand and magic spell in the other and it keeps leveling up my two-handed skill?? lol wtf? Anyone else experienced this or know how to resolve? Here's my load order.
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