3aplaWarrior Posted February 1, 2020 Share Posted February 1, 2020 (edited) I want to make a silly little replacer mod for the mudcrab. Inspired by a greek comedian's act, I cut 2 of his lines and want to make the mudcrab talk like him. I don't want to change the walking and attacking sounds, just the breathe, the 2 idles and dig in and dig out sounds.If searched around the internet and long story short what I have to do is basically make a new directory similar to the vanilla one in the data folder. Nomatter how many times I tried to do that nothing worked... I even installed mods that replace the sounds and then change them with mine, but no luck...What am I doing wrong? Edited February 1, 2020 by 3aplaWarrior Link to comment Share on other sites More sharing options...
maxarturo Posted February 1, 2020 Share Posted February 1, 2020 Making the folder directory is not enough, the sound file that you will place there needs to have the same exact "File Name" as the vanilla sound file. * If you are not sure about the vanilla sound folder address, open CK and find the mudcrab voice template that will show you which "Sound Descriptor" it's using and in there you can see the sound file folder adress. Be sure that your wav files (if you are using wav) do not exceed 3,30 min, the game doesn't like handling large wav files and it causes CTD. Also, the wav file should be. 2 channels 48.0 Khz 16 bits Link to comment Share on other sites More sharing options...
3aplaWarrior Posted February 1, 2020 Author Share Posted February 1, 2020 Making the folder directory is not enough, the sound file that you will place there needs to have the same exact "File Name" as the vanilla sound file.* If you are not sure about the vanilla sound folder address, open CK and find the mudcrab voice template that will show you which "Sound Descriptor" it's using and in there you can see the sound file folder adress. Be sure that your wav files (if you are using wav) do not exceed 3,30 min, the game doesn't like handling large wav files and it causes CTD. Also, the wav file should be.2 channels48.0 Khz16 bits what I did exactly was to open the bsa file and find the mudcrab folder, so after that I went to the game files and put my new sounds in data\sound\fx\npc\mudcrab and put the new sound in the correct position... originally the files where stereo, 48000Hz and 16bits, but they just wouldn't play in-game. now, I do not have CK and I also have no idea of what this sound descriptor that you mentioned is Link to comment Share on other sites More sharing options...
maxarturo Posted February 1, 2020 Share Posted February 1, 2020 Trying to mod without CK, is like practice shooting with a magnum, while you have your eyes covered... eventually you will kill someone... I will search the file name and file path in a couple of hours and post it for you. Link to comment Share on other sites More sharing options...
maxarturo Posted February 1, 2020 Share Posted February 1, 2020 Mudcrabs use 3 Audio files, 2 for their Idle and 1 for their breathing. * Without counting attack, attack combo, attack forwards jump, death, dig in, dig out, foot walk L & R, injured. NPCMudcrabIdle - Data \ Sound \ FX \ NPC \ Mudcrab \ Idle \ NPC_Mudcrab_Idle_01.wav - Data \ Sound \ FX \ NPC \ Mudcrab \ Idle \ NPC_Mudcrab_Idle_02.wav NPCMudcrabBreathLP - Data \ Sound \ FX \ NPC \ Mudcrab \ NPC_Mudcrab_Breathe_LP.wav I hope it helps... Link to comment Share on other sites More sharing options...
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