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WestTek

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  1. Yes very much so. Even if you never played the original version, it's a complete package of good story telling, fun side quests. Well worth it in my opinion. It will make you want more and for that you'll want to play Skyrim next but the remastered I think did a fantastic job at bringing the game up to date.
  2. Export a sound using the tutorial on my first post, double clicking a sound file using Fmodel should export it to wav. Then just look at the properties of the wav and use those for your own wav file. Make sure you follow the wem video tutorial carefully, there is a vob high quality step in the settings that I think is important.
  3. Poke around all the options / preferences / menus in the program. There might be a section that allows you to edit that. Otherwise you could name your source wav files as the final wem number and would just need to erase the extra trash it attached in the final converted file name. Its your mod folder (make sure it ends in _P) that you need to pack up into the pak file. As shown here: What you're doing is your working inside the game directories, don't get in that habit. Place your mod work outside of the game folders. In the screenshot above I have my master mod folder in my mod creation folder on desktop. Then the resulting .pak file can be placed in your Paks folder shown in your screenshot. You will need to search for all the sound files in Fmodel and in the game's bsa file (research how to do that if you don't know). The original location is in Content>Dev>ObvData>Data, use the bsa extractor. Once you found all the VO source files either in Fmodel AND original location as shown above, then perform the tutorial in my original post as well as replace those source files in the game's directory. That way you'll hopefully be able to replace them 100%. I dont know if the game uses the unreal locations via pak file and the game's directory so that's what I would do. You might also come across the issue music replacers here in the thread are coming across if your VO still doesn't work. Short of that is your audio files might not match the length of the original VO files is my guess. Experiment, experiment and discover! You'll need to ask in another thread, this one is just about unpaking and sound replacement. Look around for the nexus mods discord and ask there.
  4. For me it's always something with the display settings. If you crash loading an area, set your display setting to low, load in then set your settings back. I never have a crash with settings set to low.
  5. FYI, during the game's Arena fights (at the end of a victory) numerous times the announcers voice lines stop abruptly. I have no mods that interfere with it, found it interesting that the games own code could also disrupt it's own sound files.
  6. Would be great to have a site feature that works with Vortex allowing you to queue mod dowoads so they automatically download next time you load up Vortex. Example: I'm in a commute, browsing Nexus on my phone and find three sweet mods that I want to check out. I click Add To Download Queue from the website on my phone, then later when I get home I load up Vortex and the first popup appears showing me a list of queued mods with descriptions and links to their mod pages. There's an orange button next to each with a drop down saying Download or Skip and done. Sorry if this was requested already, I did a search and couldn't find anything.
  7. Got it, I edited the note and directed folks to that thread for details.
  8. 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.
  9. Done! 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?
  10. 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.
  11. That will require programming I believe including setting up scripts to tell the game to load them. Might be best to figure out which track you would like to replace instead and just swap it in, although I hear that doing this might cut off your tracks and prevent them from playing correctly, I think I read that somewhere here on the forums somewhere. I recommend if you're going to replace a track, try to make sure that the length is the same as the original file you're replacing, even if you have to put some dead air in the end to fill it up. My guess is the current code has timings set for music tracks that don't replace well, I haven't tried this theory out though.
  12. I recommend just extracting the .wav itself from the .uasset file in FModel, if it's not many of course. Just find the file in FModel, double click its .uasset to preview the sound and it will automatically extract it to the output directory listed in your settings. Output\Exports\OblivionRemastered\Content\WwiseAudio
  13. TUTORIAL (Work in Progress) ADDITION: FINDING VOICE LINES Original Oblivion Voice Lines / Files Did a quick google search and found a way for you to find the exact VO you're looking for. You just need to know the name of the NPC that says it. If it's a guard it might be just as easy as knowing which town the guard is from. The tutorial is here on the wiki but note this is only for the original Oblivion process of extracting audio files with the BAE extractor tool, might not be related to .pak until we get a new Creation Kit. I'll drop some more information on what I've found within the .pak below. This is the fastest way to see if the V.O. line and wav file is simply in the original .bae file in Oblivion Remastered. If you find it, it may bring a clue in searching for its new / equivalent in the files and directories of the pack file: https://elderscrolls.fandom.com/wiki/User_blog:CarloV3r/Extract_audio_files_for_Oblivion Remastered Voice Lines / Files in the .pak I can point you to the strings / localization texts that has all transcribed lines along with what appears to be a localization label. However I'm not sure about finding a file that links the label to the .wem that is used. If I find this I'll reply to the thread. Here are locations you can find the transcribed lines with FModel, along with the labels next to the spoken lines: You can also CTRL+F to help search through the dialogue text as well. Here's an example of the string (dialogue text) and the loc label it's connected to in orange: "LOC_RT_HELLO_0018baa5_Oblivion_RESP1": "It's... It's you! The Hero of Kvatch! This is truly an honor!" Hopefully this helps someone!
  14. EDIT: See post after this one, make sure you are selecting 'All" before pressing "Load." --- If you have the game pass version, you might need to select OblivionRemastered-WinGDK.utoc
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