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noob's question about a game's audio files


TheUntoldLegacy

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Hi there, I have used mods for over a decade at this point, but it has only been since Starfield's release that I have begun trying to work on my own mods. I am not trying anything crazy, just trying to bring some cool SFX over to the game. Basically all I have been able to do before, is take someone's .Wem files they uploaded for like a gun for example, and use those files as reference to know what to rename my sound files to. This is obviously not the proper way, but even going through Wwise, I still run into the same issue more or less, being that I have no idea which .Wem files are which without referencing someone else's mod. So basically is there anyway to know and view which files these are without converting them? Or do I have to convert all the .Wem files to .Wav to even know which ones I should be replacing? I feel like this can't be this convoluted and I have to be missing something obvious here haha, any help is greatly appreciated.

Edited by TheUntoldLegacy
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Have the official modding tools been released? No. So what was your question again? Why can't I magically mess with the Starfield files with no effort? Now that's a difficult question. Could it be because the official modding tools haven't been released yet, do you think?

 

The modders getting stuff done are skilled, and patient, and methodical, and understand NOTHING is being handed to them on a plate. No, there isn't a secret club hiding stuff from you. Without official support from Beth, a ton of stuff must be done the HARD way. And because so many early modders work for clout, sadly not every one of them is going to want you to benefit from their hard work. They will often think "If I had to do it the hard way, why should another get away with being lazy?" I don't approve of that attitude, but having been banned by one modder from accessing his files simply for suggesting he mention other similar mods in his notes, I know some modders literally hate competition, the downside of the Nexus clout system.

 

But no doubt in the discord you'll find out whether the sound files are currently being documented by any friendly modder, and maybe make some useful contacts. However good computer work IS hard work, and files need to be altered or replaced with a level of expertise. Too many early mods, like the texture replacers, actual make a ton of mistakes down to not properly understanding the file requirements, thus missing compression, lighting layers, correct normals etc.

 

Slowly carefully progressing on a mod project, building up documentation for your discoveries and learning as you go is the best way. Why rush for clout?

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Guest deleted190390914

So basically is there anyway to know and view which files these are without converting them?

Lucky for you, the latest build of xEdit has decoded the WWise events, with their names and the audio files they reference.

 

There isn't an official release of xEdit out yet, but you can get early release builds of it on the xEdit discord. There is a link to the Discord invite on the xEdit web page.

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Don't know if it's relevant but I found a way to link the numbered WEM files and the associated sample. You can unpack a file called soundbanksinfo.json with BAE, it's in one of the sound achives if I remember correctly. Renaming the JSON file to TXT gives you a list of the WEP files with information about them, for example

 

"Id": "276097042",
"Language": "SFX",
"ShortName": "WPN\\Hand\\NPCSuppressors\\Rifle\\Semi\\WPN_NPCSilenced_Rifle_Fire_NPC_SemiSilenced_LAYERA_02.wav",
"Path": "SFX\\WPN\\Hand\\NPCSuppressors\\Rifle\\Semi\\WPN_NPCSilenced_Rifle_Fire_NPC_SemiSilenced_LAYERA_02_10C4C929.wem"

 

You can use the search function in the text editor to find the right WEP.

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