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Adding custom music to Oblivion Remastered


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I'm curious if anyone has been able to get custom music to work in the game. I've tried and haven't been able to get it to work. I remember just dropping mp3 files in the music folder and it just worked.. 

I've changed the file names to match the ones in the music folder, changed the bit rate, removed any tags from the files and the game still doesn't play them. 
 

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The music for the remaster is coming from the OblivionRemastered-Windows.pak file, not the OG Music folder; been trying to figure out how to replace the combat tracks so far, but I don't really have much experience with Unreal Engine modding, so I'm at a bit of a stump.

 

I did however dig out the track names for the combat music that the game uses using FModel (OblivionRemastered/Content/WwiseAudio/Media)

(

690626202.wem
1047548306.wem
1050048083.wem
223598901.wem
242540804.wem
574798637.wem
575181665.wem
685215527.wem

)

 

As for adding new music, that may take awhile to figure out; much of figuring out the modding so far is working with both the Unreal Engine and the OG toolkit

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9 hours ago, Noobatron22 said:

The music for the remaster is coming from the OblivionRemastered-Windows.pak file, not the OG Music folder; been trying to figure out how to replace the combat tracks so far, but I don't really have much experience with Unreal Engine modding, so I'm at a bit of a stump.

 

I did however dig out the track names for the combat music that the game uses using FModel (OblivionRemastered/Content/WwiseAudio/Media)

(

690626202.wem
1047548306.wem
1050048083.wem
223598901.wem
242540804.wem
574798637.wem
575181665.wem
685215527.wem

)

 

As for adding new music, that may take awhile to figure out; much of figuring out the modding so far is working with both the Unreal Engine and the OG toolkit

Thanks kind sir!

Will eagerly await the ability to mod music once again

Randomly, would you happen to know if there is a way to increase in game music more? It sounds a tad too low for me, and I had to put the sliders for other sounds to 3-4 to actually hear the music at times.
 

Oblivion.ini doesn't seem to affect the volume when I try to edit it as well.

Thanks again!

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On 4/24/2025 at 10:22 AM, Noobatron22 said:

The music for the remaster is coming from the OblivionRemastered-Windows.pak file

Edit:

Nm the folks in the discord shared a helpful guide on github. 

Unfortunately it's a big web of numerous audio file types and data points that need to be analyzed further to understand how we can replace audio that is in the pak.

--

Hi, how did you unpak that file? I've tried various tools and each give me various kinds of errors. Feel free to DM me if you wish. I'd like to replace a sound that is not in the usual directory of sounds.

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8 hours ago, WestTek said:

Edit:

Nm the folks in the discord shared a helpful guide on github. 

Unfortunately it a big web of numerous audio file types and data points that need to be analyzed further to understand how we can replace audio that is in the pak.

--

Hi, how did you unpak that file? I've tried various tools and each give me various kinds of errors. Feel free to DM me if you wish. I'd like to replace a sound that is not in the usual directory of sounds.

Hi, posting this here incase anybody else can use this info. I haven't figured it out yet, but I did find a program called Fmodel that lets you look inside the .pak. So far when I look at the files in OblivionRemastered/Content/wwiseaudio/media/english, I can only see voice files, but I am also not sure how we would replace the audio. I might just only be able to view the files with Fmodel.

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A convenient way to view those WEM files I've discovered would be to use foobar2000 where you can organize the files in audio length and compare the sound files with the original.

 

As for replacing, you'd have to use Wwise to convert the wav files of your choice to WEM files; the trick is getting the game to recognize the new files you're adding/replacing.

 

@negisensei

Not really sure, that might be the music files themselves being set way too low if it's still too soft compared to all the other sounds

Edited by Noobatron22
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21 hours ago, Hehehenaw said:

The music can be found here:

Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data\Music

Simply adding/replacing files there does not do anything, sadly.

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22 hours ago, Hehehenaw said:

The music can be found here:

Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data\Music

 

It's already been pointed out that the Remastered edition does not use the music files from that folder and that becomes very apparent if you add/remove any tracks from that folder.

 

Oblivion Remastered\OblivionRemastered\Content\Paks under the file OblivionRemastered-Windows.pak is where the Remastered edition pulls the music from; additional details are in the second post of this thread.

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FOUND A SOLUTION!!!

This is NOT easy though, and does take some time. I have only tested this for the menu music and so far, it works. I am doing this on windows and it was a hassle to get this going, I have been trying to get this to work for 10 hours straight and drank 8 bottles of IBC root beer.

First you will need some applications

Fmodel(You need this to view and extract the pak)-FModel

UnrealPak(This will repackage the newly made .pak file)-unrealpak/README.md at main · RiotOreO/unrealpak · GitHub

Wwise(You will need to make an account and download the program, you cannot make a .wem file without this)-Overview | Audiokinetic

Sound2wem(Turns your mp3 file into a .wem file)-GitHub - EternalLeo/sound2wem: Converts audio file to Wwise Audio (.wem)

ffmpeg(Needed for sound2wem to work)-FFmpeg

Once you have all these downloaded and unzipped/installed, its time to get the process going.

First, make sure you have your custom song on standby as an mp3. Next, drag that mp3 onto the zSound2wem command script directly. This will have a command be started and it will convert the mp3 to a .wem file. Keep this .wem file somewhere you can remember on your computer(desktop, documents, etc.)

Second, open Fmodel and you will need it to detect a new game manually(In this case, Oblivion remastered). Click on "ADD UNDETECTED GAME" and in the directory, go to the file where OblivionRemastered-Windows.pak is located (should be C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content). Then press the little blue add button, opening up the file and showing whats in it. This will show the OblivionRemastered-Windows.pak we want. Double click on it and it should show 2 folders: Engine (Which has the Unreal logo) and OblivionRemastered. You need to export BOTH of these. Right click on the OblivionRemastered folder and choose "Export Folder's Packages Raw Data". This is going to take a few minutes so dont panic if at first it doesn't seem to be working, just let it do its job. You will see a yellow bar at the bottom of the program that says "loading" or something like that (I cant remember it was 9 hours ago) and it will go back to blue once it has exported the entire folder. Then do the same thing for Engine.

Third, once they are both exported, go into the Fmodel folder and then the Output folder. In here you will find the "Exports" folder, and this is very important. In here you will have 2 folders: Engine and OblivionRemastered, just like in the steam directory. Now open the folder path OblivionRemastered/Content/WwiseAudio/Media. You will see a bunch of .wem files on your screen and a folder that says a language (In my case, English). Sort them by name and look for 496000234.wem, this is the main menu music the game calls from! Now keep it right there and go back to that converted mp3 to wem file(the custom one) and rename it EXACTLY to 496000234.wem. Now take it and drag it into the Media folder with all those .wem files. If you did this right, it will ask if you want to overwrite the original 496000234.wem file with the new custom one. Overwrite/Replace it and there you go! Custom menu music (but we are not done yet).

Fourth, this part is really tricky so follow closely and carefully. Once you successfully replaced the .wem file, you now need to repackage the .pak file. Open up the folder that has the unrealpak-main and look for the batch file called "UnrealPak-Without-Compression"(I have not used the one with compression so I wouldn't recommend using that one). Then go back to the "Exports" folder (the one containing Engine and OblivionRemastered) and drag it ontop/directly onto that batch file. A command window should pop up saying it has the information and is converting it to a pak file. This will take about 30 seconds to a minute to complete. Once its done, the Exports.pak file will be in the "Output" folder with the new Exports.pak right above the "Exports" folder. Now take this .pak file and rename it EXACTLY to OblivionRemastered-Windows and take it to where the original .pak is located (steam directory). Replace the old pak file with the new one you just made.

Now run the game and test the new file. If all was done correctly, you'll have new music once the menu pops up!

This is very tricky but so far is the only way to do this until somebody makes a program to make this easier (or we get mod tools). You technically could overwrite any of those .wem files to whatever audio you want, but you'd have to go through every single one in Fmodel to figure out which ones are music, ambience, sounds, speaking, etc. I only figured out what the specific menu music .wem file was by reading this post by zzenuss, so shout out to that guy!-Oblivion Remastered High Quality Music at Oblivion Remastered Nexus - Mods and community (nexusmods.com)

With all that said, after spending hours with no sleep using different programs and methods to get custom music, I have finally cracked the code and now we have custom music. Hope this guide helps and gets spread around so somebody can come up with an easier solution. If people are still confused and I get enough replies, I'll make a video tutorial on the process. Anyways, i have to go now because im already 42 minutes late to work.

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