NaviOnRoids Posted May 3, 2020 Share Posted May 3, 2020 I'm looking to break into actually making mods besides just using them to give back to this wonderful community. I'm trying to start off with a sound mod that I couldn't find something similar too on the nexus that replaces the sounds of the map opening and sound of setting markers and fast traveling to add immersion. I've haven't found info on getting the sound files to work and getting then ready to upload as an archive to the nexus though and am looking for a bit off help. Link to comment Share on other sites More sharing options...
thumbincubation Posted May 3, 2020 Share Posted May 3, 2020 It depends on whether you're doing them as a replacer or in addition to current sounds. Replacers are relatively easy, especially with .wav format effects. (Music needs to be converted to a different format first.) Let's say you want to change the sound of the wind blowing, when you look at your map, to Dust in the Wind by Kansas. The effect can be found in the Skyrim - Sounds.bsa (you will need some type of .bsa extraction tool to extract these, if you plan on listening to these first. It's also extremely helpful in establishing the proper file path for a replacer.) So this particular effect has the following file path: (Assuming your game is installed in the "normal" way) c > program files (x86) > steam > steam apps > common > skyrim special edition > data > sound > fx > ambr > wind > worldmap and the file name is ambr_windbed_worldmap_01_lp.wav The easiest way to do this would be to ensure your music clip is in .wav format, rename it, exactly, to the one above. Then place the file, in its proper path, into your data folder. You will probably need to create all the other folders, from data on, unless you have other mods that change something in them. So start in data, look for "sound," if not there make a new folder and name it sound. Go into it, look for "fx," create if needed, etc., and so on, until you reach worldmap and can paste your newly-named .wav file there. Once a loose file exists, so long as it's in the proper path and format, the game will use it before it uses what's in the archive. Replacers, to me, are the easiest and safest way to test your changes, because you can simply delete the file (or change it as many times as you need to) without a lot of hassle or risk, and without the time it takes to open and run creation kit. If you're not looking for a replacer, you'll need creation kit. In that case, the file path doesn't matter, as you can make the CK look for whatever file, wherever. In that case, it can be more efficient to use custom-named file paths, (ie: ...data > sound > navi sounds > fx, etc.) to avoid having them mixed up with other loose files. You will still need your effects to be in .wav format, and you will want to sample for quality, volume, etc., but you can then do a bit more, such as add the effect to a list of existing effects, without losing one. Here, my experience is extremely limited, and you will want someone who knows more to guide you through this part. I tried adding some extra exploration music once, and it was such a hassle that i just found one I didn't like and replaced it, instead. At any rate, at least you can do replacers for testing, until you get things fine tuned the way you want them. Easy in, easy out. For most music, the format is .xwm, and I believe there are still some audio converters for download, on the "oldrim" portion of nexus. It's been a while, but I think I used Skyrim Audio Converter at that time. Link to comment Share on other sites More sharing options...
revenant0713 Posted May 3, 2020 Share Posted May 3, 2020 2 biggest tools you need: xEdit and Creation Kit. xEdit starts and loads up much faster than CK, an is useful for making quick changes on the go. Plus, it has a few scripts and functions that make modding really easy, especially when making compatibility patches. CK is more tedious (I say tedious because it's actually easy to learn. Just takes time) to learn, but is where the bulk of modding occurs. You'll want to read https://www.creationkit.com/index.php?title=Category:Tutorials to get started. Since you're interested in sounds, you should know that CK does come with the tools to record your own audio right there in the program (never touched it myself, though). Besides that... thumbincubation said it all. Link to comment Share on other sites More sharing options...
Evangela Posted May 4, 2020 Share Posted May 4, 2020 5,770 hrs in the CK and I'm still learning how to use stuff. Link to comment Share on other sites More sharing options...
Recommended Posts