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Posted

How can I set up Wwise to stop adding its own text to the file after converting the WAV files to WEM? I named the WAV files for example 31731292.wav so I already have the corresponding sound file to get replaced. But after converting to wem, it's called something like 31731292_E38D29.wem and then I have to manually delete that added text, which is annoying if you have 20+ sounds.

Any idea?

Posted

Okay, I'm trying to replace the Nirnroot sound and everything has been rocky, but I finally got the original sound name and location which is 1072180607.wem. I converted the new sound bit from wav to wem with Wwise, but Wwise isn't putting the converted file where any of the tutorials say it will and it's changing the file name to a bunch of random characters. I renamed the wem file to what it should be, created a folder path to media within the game files, and that's where I get lost. When I compress my properly named file into a pak, is my wem file in the folder? Or does it go in the new "Media" folder? Both? I've tried a bunch of combinations and nothing seems to be working so I don't know if I'm just not pathing the folders properly, not making the pak correctly, or if the wem files aren't converting correctly. Maybe I should wait until someone smarter and cooler than me makes switching a single sound easier 😩

image.thumb.png.bfd9c711b6b72c03495266649c2b526b.pngimage.thumb.png.3c22ae4f26df1a97955930f21c3977d9.pngimage.thumb.png.a3d0c03f5b40e7209216436eb4094eb1.png

Posted

Would anyone know how I can make the player's existing Bosmer sounds use the ones from the new voice actor? Since the files already exist and are used for the NPCs I'm hoping it'd be relatively easy.

They have new VAs for some races and it just boggles me why they didn't use those sounds for the player as well.

Posted

What exactly would I need to recolor existing clothes? I'm just wanting to edit the emperor's robes a bit to make the fur black and turn the purple white.

Posted
On 5/12/2025 at 11:53 AM, Lurodin said:

How can I set up Wwise to stop adding its own text to the file after converting the WAV files to WEM? I named the WAV files for example 31731292.wav so I already have the corresponding sound file to get replaced. But after converting to wem, it's called something like 31731292_E38D29.wem and then I have to manually delete that added text, which is annoying if you have 20+ sounds.

Any idea?

Poke around all the options / preferences / menus in the program. There might be a section that allows you to edit that. Otherwise you could name your source wav files as the final wem number and would just need to erase the extra trash it attached in the final converted file name.

On 5/13/2025 at 9:09 AM, NudgeSauce said:

Okay, I'm trying to replace the Nirnroot sound and everything has been rocky, but I finally got the original sound name and location which is 1072180607.wem. I converted the new sound bit from wav to wem with Wwise, but Wwise isn't putting the converted file where any of the tutorials say it will and it's changing the file name to a bunch of random characters. I renamed the wem file to what it should be, created a folder path to media within the game files, and that's where I get lost. When I compress my properly named file into a pak, is my wem file in the folder? Or does it go in the new "Media" folder? Both? I've tried a bunch of combinations and nothing seems to be working so I don't know if I'm just not pathing the folders properly, not making the pak correctly, or if the wem files aren't converting correctly. Maybe I should wait until someone smarter and cooler than me makes switching a single sound easier 😩

image.thumb.png.bfd9c711b6b72c03495266649c2b526b.pngimage.thumb.png.3c22ae4f26df1a97955930f21c3977d9.pngimage.thumb.png.a3d0c03f5b40e7209216436eb4094eb1.png

Its your mod folder (make sure it ends in _P) that you need to pack up into the pak file. As shown here:

image.png.5ff153407ec4b7c0106fb4a7ec5a6fc9.png

 

What you're doing is your working inside the game directories, don't get in that habit. Place your mod work outside of the game folders. In the screenshot above I have my master mod folder in my mod creation folder on desktop. 

Then the resulting .pak file can be placed in your Paks folder shown in your screenshot.

 

8 hours ago, azuremight said:

Would anyone know how I can make the player's existing Bosmer sounds use the ones from the new voice actor? Since the files already exist and are used for the NPCs I'm hoping it'd be relatively easy.

They have new VAs for some races and it just boggles me why they didn't use those sounds for the player as well.

You will need to search for all the sound files in Fmodel and in the game's bsa file (research how to do that if you don't know). The original location is in Content>Dev>ObvData>Data, use the bsa extractor.

Once you found all the VO source files either in Fmodel AND original location as shown above, then perform the tutorial in my original post as well as replace those source files in the game's directory. That way you'll hopefully be able to replace them 100%. I dont know if the game uses the unreal locations via pak file and the game's directory so that's what I would do.

You might also come across the issue music replacers here in the thread are coming across if your VO still doesn't work. Short of that is your audio files might not match the length of the original VO files is my guess. Experiment, experiment and discover!

 

5 hours ago, Kingmajor83 said:

What exactly would I need to recolor existing clothes? I'm just wanting to edit the emperor's robes a bit to make the fur black and turn the purple white.

You'll need to ask in another thread, this one is just about unpaking and sound replacement. Look around for the nexus mods discord and ask there.

Posted

Is there anything special I should do when converting a wav file to wem for this?

 

I can swap existing wem files and it works fine, but when creating my own wav file, first in audacity and then converting to wem using wwise, I don't hear anything

Posted
On 5/18/2025 at 12:32 PM, Northwall1 said:

Is there anything special I should do when converting a wav file to wem for this?

 

I can swap existing wem files and it works fine, but when creating my own wav file, first in audacity and then converting to wem using wwise, I don't hear anything

Export a sound using the tutorial on my first post, double clicking a sound file using Fmodel should export it to wav. Then just look at the properties of the wav and use those for your own wav file.

Make sure you follow the wem video tutorial carefully, there is a vob high quality step in the settings that I think is important.

Posted

Thank you for your reply.

I actually think I narrowed it down further, the issue is with environmental ambient sounds, like birds chirping. I tried to use a wem file that I've been using to replace nirnroot sounds, so I know that WEM file can work in game. But when trying to use that WEM file to just replace an ambient sound, I hear nothing. The original ambient sound also no longer plays at all, so I know something is happening at least.

Incase you are curious, what got me started on this was hearing ambient sounds in game that sounded really wrong, particularly with ambient volume turned all the way up with 3D audio.

I did some digging, and found this sound: "al_env_amb_os_deer_cry_2 (SFX).wav", which is under OblivionRemastered\Content\WwiseAudio\Environment\Ambient_Beds\Outdoor\Cyrodiil

If you feel like it, try playing it in FModel, doesn't sound like a deer to me! Whatever it is, it's a really annoying sound. In total, I found these sounds to be annoying/wrong:

al_env_amb_os_deer_cry_2 (SFX).wav
al_env_amb_os_deer_cry_3 (SFX).wav
al_env_amb_os_deer_cry_4 (SFX).wav

Now interestingly, after following your tutorial and creating my pak file to replace these, I actually do hear the replacement sound in FModel. However, in game, I hear nothing, the sound is gone completely. That's not altogether bad, I'm glad this buggy sound is gone, but it would be cool to actually replace it with another ambient sound.

Posted

I changed the menu music but is there a known way to change when it loops because it cuts the song off near the end. Also if anyone is scouring for the main menu file, it is 496000234.wem.

Posted (edited)

Whenever I try and use wwise to convert to Wem, it doesn't make the new files.

 

 

Edit: Nevermind, I installed the 2018 version and it worked.

Edited by Kingmajor83
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