HEY I WAS WONDERING IF SOMEONE COULD MAKE A MOD WHERE IT AUTOMATICALLY OVERWRITE YOUR SAVE SO THAT THE EXPERIENCE WAS SEAMLESS? INSTEAD OF ALWAYS HAVING TO CONFIRM IT.
Got any insights on how to remove the sound that plays when the objective updates? I've modded my HUD to be basically completely blank, so now that sound plays to announce... nothing.
Using Process Monitor, I've identified one sound file that the game reads on this event, but if I delete it, a sound still plays, as if the audio file is trying to play and abruptly stops. Unless I inadvertently filtered it out, ProcMon isn't detecting any other sound file related to this event.
Edit: I was able to create a silent version of the file in the 2013 version of Wwise used by the devs. Same result as deleting it outright.
I took a look through your modded UI.BNK file in Foobar, which led me to the discovery that it can just play all the files inside it. On a hunch, I searched for the number of the file I'm trying to silence, and sure enough, it was in there, solving the mystery of where the partial sound was coming from.
The file was "UI#126 (478875779 [pre])" and it's exactly what I hear in the game when the other file in the SOUND root folder is either silenced or deleted.
What I'd like to know now is your method of padding it with zeros so that I can do the same thing, since dealing with Wwise to make a silent .wem from my own .wav file is a lot more tedious.
Also if you wouldn't mind, I'd like to combine your method with my own changes so that I can include it as an optional file on my mod. I can do the edits myself so I'm not *technically* using your file, but I'll give you full credit for it regardless.
This mod glitched out the music, and maybe all sounds in the game. It didn't do it before that, but you should backup your file like the shadsterwolf says. To be honest: this didn't really bother me at all. Being that the music is glitched; the other sounds in the game glitched once; it might not be a good idea to use this.
Are you using other mods? UI.BNK only contains common surrounding sounds, I do not believe music is one of them.
Edit: After playing for two hours with only my mod, no issues with music or any other audio Verify your files with steam to reset any mods, try my mod again, then slowly add the other mods you have.
If you delete any BNK files that the game it is looking for, I noticed it's like a domino effect where more and more sounds are lost. It appears to load them, but halts after one is found missing during a level transition.
Other audio mods could have a corrupt BNK file, which can be the same result as deleting them. It's similar to like a zipped package, where it seeks and unpacks data within itself. The beginning of the BNK structure lists out the audio data, what line it's located at and where it ends.
Thank you so much! Great job finding a way to isolate this sound! I can confirm this mod is working in 2023, I am still using Windows 10 if that matters. This noise woke my wife up from a nap while I was playing in another room... save station sound be gone!
The sound effect is used to let the player know they are near a save station. It would be cool to see a mod that has a few different sound effect options to replace the original. Unless you literally just want no sound.
I have confirmed it does not work for me as well. I overwrote the file twice. My Alien Iso game is from Steam. Disappointed the save sound is still there. Annoying af.
25 comments
INSTEAD OF ALWAYS HAVING TO CONFIRM IT.
Using Process Monitor, I've identified one sound file that the game reads on this event, but if I delete it, a sound still plays, as if the audio file is trying to play and abruptly stops. Unless I inadvertently filtered it out, ProcMon isn't detecting any other sound file related to this event.
Edit: I was able to create a silent version of the file in the 2013 version of Wwise used by the devs. Same result as deleting it outright.
The file was "UI#126 (478875779 [pre])" and it's exactly what I hear in the game when the other file in the SOUND root folder is either silenced or deleted.
What I'd like to know now is your method of padding it with zeros so that I can do the same thing, since dealing with Wwise to make a silent .wem from my own .wav file is a lot more tedious.
Also if you wouldn't mind, I'd like to combine your method with my own changes so that I can include it as an optional file on my mod. I can do the edits myself so I'm not *technically* using your file, but I'll give you full credit for it regardless.
UI.BNK only contains common surrounding sounds, I do not believe music is one of them.
Edit: After playing for two hours with only my mod, no issues with music or any other audio
Verify your files with steam to reset any mods, try my mod again, then slowly add the other mods you have.
It appears to load them, but halts after one is found missing during a level transition.
Other audio mods could have a corrupt BNK file, which can be the same result as deleting them.
It's similar to like a zipped package, where it seeks and unpacks data within itself.
The beginning of the BNK structure lists out the audio data, what line it's located at and where it ends.
Make sure you are replacing the UI.BNK file
It would be cool to see a mod that has a few different sound effect options to replace the original.
Unless you literally just want no sound.
Thanks.