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


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Thanks for the guide. I haven't started the process, but has anyone complied a spreadsheet of the file names for those of us that would like to get all available tracks and sounds beforehand?

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I've followed all the steps and kinda successfully created my mod, theres 9 files that I wanted to replace and it was all 8 battle themes and then the title screen. When I loaded up the game the title screen music was right, but when I get into battles all music stops and it's dead silent aside from the combat noises. I've tested it by starting a fight in Anvil, Fort Sutch, and then in a random cave, but the music just full stops for all of them. When I look at the files in FModel they work, even when I look at them through the Oblivion utoc they play my modded files, so I'm not entirely sure what's happening there. I did convert the title screen music separately from the battle themes just for organization's sake, and then bulk converted the battle themes all at once so maybe that was it? 

Edit: I've noticed that my title screen has a different bytes per second when I view it in FModel, and it matches the other songs on the list. The other modded songs are different aside from 2 of them, is there a way to change that in Wwise? 

Edit 2: I tested the 2 songs that had the same bytes per second as the rest of the soundtrack in the media folder by setting them to the main title screen, and they didn't work. Back to the converting one by one idea. 

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1 hour ago, ThePoppets said:

I've followed all the steps and kinda successfully created my mod, theres 9 files that I wanted to replace and it was all 8 battle themes and then the title screen. When I loaded up the game the title screen music was right, but when I get into battles all music stops and it's dead silent aside from the combat noises. I've tested it by starting a fight in Anvil, Fort Sutch, and then in a random cave, but the music just full stops for all of them. When I look at the files in FModel they work, even when I look at them through the Oblivion utoc they play my modded files, so I'm not entirely sure what's happening there. I did convert the title screen music separately from the battle themes just for organization's sake, and then bulk converted the battle themes all at once so maybe that was it? 

Edit: I've noticed that my title screen has a different bytes per second when I view it in FModel, and it matches the other songs on the list. The other modded songs are different aside from 2 of them, is there a way to change that in Wwise? 

Edit 2: I tested the 2 songs that had the same bytes per second as the rest of the soundtrack in the media folder by setting them to the main title screen, and they didn't work. Back to the converting one by one idea. 

Playtest your converted .wem files with a .wem player like foobar2000 before packing them. Checking music via FModel will only play the .wav version of those files.

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47 minutes ago, Noobatron22 said:

Playtest your converted .wem files with a .wem player like foobar2000 before packing them. Checking music via FModel will only play the .wav version of those files.

Just did, all of them play just fine in foobar

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6 hours ago, ThePoppets said:

Just did, all of them play just fine in foobar

Then either something is breaking in the packing process (very unlikely given the title music works), you are not placing the battle music in the proper folder directory (OblivionRemastered\Content\WwiseAudio\Media), or the tracks you are replacing are not using the file names listed (also unlikely given what you described in your post).

In addition at this time, the battle music must be the exact same audio length as the original music you are replacing or else you will run into issues with it playing (refer to the note regarding custom music in the OP). A solution to this issue appears to be close, it's just a matter of experimentation at this point.

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7 hours ago, Noobatron22 said:

Then either something is breaking in the packing process (very unlikely given the title music works), you are not placing the battle music in the proper folder directory (OblivionRemastered\Content\WwiseAudio\Media), or the tracks you are replacing are not using the file names listed (also unlikely given what you described in your post).

In addition at this time, the battle music must be the exact same audio length as the original music you are replacing or else you will run into issues with it playing (refer to the note regarding custom music in the OP). A solution to this issue appears to be close, it's just a matter of experimentation at this point.

I completely glossed over the length note, I'll edit the tracks and see what I can come up with. I did edit the modded title track to make it match the original so that's probably why it works, I didn't do that with the others though. Thanks for the advice!!

Update: That was exactly the issue, I appreciate you so much!!

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What exactly do I put into the folder I created? I've tried multiple things and nothing has worked.

EDIT: My wem file is doing this and I think its not making it load properly. What should the file name be in the folder before i pak it?

image.png.bf076ae42f0195bf4954dcb23f488c9d.png

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Posted (edited)

I am getting the error "Found IoStore Package but global data is missing, can't serialize" when trying to open a uasset file in FModel. Any ideas?

image.thumb.png.933523e8e80cfc09ce8d6d998966555d.png

 

EDIT: I figured out the answer, I skipped this step involving setting the UE version to GAME_UE5_3, when I fixed that I stopped getting the error

 

Edited by Northwall1
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10 hours ago, ghoulnet said:

What exactly do I put into the folder I created? I've tried multiple things and nothing has worked.

EDIT: My wem file is doing this and I think its not making it load properly. What should the file name be in the folder before i pak it?

image.png.bf076ae42f0195bf4954dcb23f488c9d.png

Your wem file is being read as a wem.wem file, make the correction in the extension and try again.

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