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Unpacking / Packing .PAK files, and Sound Replacement GUIDE for Oblivion Remastered


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5 hours ago, lightsourced said:

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

 

image.thumb.png.075426f3f9b5e83a88bc6541a1ac61f2.png

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

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18 hours ago, Blueterran said:

Is it possible to add new music tracks instead of replacing existing ones?

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.

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Thanks for your thorough guide, I was able to find some sounds, but what really baffles me is the sounds for hitting things. F.e. swingin with your fists. I cant find the uasset file/folder for these events. Maybe someoneelse figured that out already?

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I feel like there's some steps or information missing. I take the new audio files with the names of the files they're replacing, convert them to .wem files and package it in the correct folder structure, but if I open the pak archive in FModel and try to play the files back, it plays the original ones instead. Tested in-game and it's only ever playing the original files as well.

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35 minutes ago, DarkQuill said:

I feel like there's some steps or information missing. I take the new audio files with the names of the files they're replacing, convert them to .wem files and package it in the correct folder structure, but if I open the pak archive in FModel and try to play the files back, it plays the original ones instead. Tested in-game and it's only ever playing the original files as well.

Either your mod isn't being loaded or your audio files aren't being properly converted to .wem files; be sure to check the audio on your .wem files before you pack them.

 

As for loading, files that end with _P go in the ~mods folder.

 

EDIT: Try .wav to .wem conversion, any other file type may run into issues.

Edited by Noobatron22
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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:
image.png.cb260464fc8641833e6aa3fc736fa53b.png

 

Would greatly appreciate some help, thanks!

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1 hour ago, Noobatron22 said:

Capitalize the _P and try again, it cannot be a lower case.

Tried that, still isn't working, plus other audio mods like the lowered church bells use lowercase _p and they are working just fine 😞

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30 minutes ago, lightsourced said:

Tried that, still isn't working, plus other audio mods like the lowered church bells use lowercase _p and they are working just fine 😞

 

You mentioned using 7zip, did you use UnrealPak for the packing process? 

 

Edit: Actually, there should be a viewable sound bank somewhere in the .utoc files as a .uasset under the Wwiseaudio folder, but I cannot check at this time. Finding the one with the voices should let you be able to more accurately check whether or not you have the correct file names.

Edited by Noobatron22
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41 minutes ago, Noobatron22 said:

You mentioned using 7zip, did you use UnrealPak for the packing process? 

Yes, I used UnrealPak with compression. I adjusted my original post!

Quote

Edit: Actually, there should be a viewable sound bank somewhere in the .utoc files as a .uasset under the Wwiseaudio folder, but I cannot check at this time. Finding the one with the voices should let you be able to more accurately check whether or not you have the correct file names.

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"
              },
 

image.thumb.png.f7b0e519546b8878836c902f9d9b6b95.png

 

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

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