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hjmarquis

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  1. I figured it out myself. All voice files are under sd/enus. To find the id of a voice line, search for the line in "TalkMsg" in DS Map Studio, Text Param panel. Only 9 digits "talks" xxxoooooo are voice. The voice xxxoooooo is reference from "sd/enus/vcxxx.bnk". Load the bnk to Wwise-tooling and search for "Play_vxxxoooooo". Follow the tutorial to copy entries from "sd/enus/vcxxx.bnk" to "sd/enus/vcmain.bnk". The structure for voice is different from sound, but the principle is the same. 1) find "Play_vxxxoooooo" and "Stop_vxxxoooooo". 2) find the "external_id: ******". 3) Now there should be an entry with "id: ******", search recursively for its "direct_parent_id" until one entry SHARED by "sd/enus/vcxxx.bnk" and "sd/enus/vcmain.bnk". Copy all entries in the sequence from "sd/enus/vcxxx.bnk" to "sd/enus/vcmain.bnk" right above the SHARED entry. Delete unused "children" items in copied entries and add the last copied entry to the "children" of the SHARED entry. Load the new "sd/enus/vcmain.bnk" in Mod Engine 2. Now PlaySE(10000, SoundType.Voice, 318010060); in event editing make my Isshin say "Don't let your emotion stay your blade!".
  2. If you just want to hit close enemies, just increase the hit box of your attacks. Should be easy to figure out in AttackParam, radius around dummy poly pairs.
  3. Whips don’t have critical hits. Compare the parameters of them with other weapons will reveal the switch. enableThrow.
  4. What about voice file? The ID can be looked up in TalkParam. Want to play "Don't let your emotions stay your blade" but only able to do so at Seaside grace near Yura's camp.
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