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Neurolepticer

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Neurolepticer

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41 comments

  1. TheSorrow55
    TheSorrow55
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    THANK u that is help to mod the sounds 
  2. Burgerkrieg
    Burgerkrieg
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    idk if Phantom Liberty changed something fundamental but none of the wwise IDs in the list seem to correspond to any of the .wem files and vice versa. I can't even find any of the IDs in the document at all, and looking for an ID among the game sound files also always comes up empty. The IDs in the list also seem to always have 10 digits, whereas the ones in the game files have a variable amount of digits. Am I doing something fundamentally wrong here?
  3. Wspirit82
    Wspirit82
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    Question, how do i locate the voices for average npcs?  
    im having a hard time finding the voices, for npcs you can walk up to, and they same some stupid line. 
    like hi, hey, whats up, or whatever one or two lines they got.
    1. tonisouth
      tonisouth
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      Voice lines aren't soundbanks they are in the localization folder under VO tho I'd recommend using the scene files if you know the quest where the npc appears otherwise is gonna be impossible to locate specific non named npc voicelines.
  4. Solid8Beard
    Solid8Beard
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    I was looking for the Pozhar shotgun sound files, but the idwise is not showing in the soundbanks folder and in the opuspak's. Did I read it wrong ?
    1. hgyi56
      hgyi56
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      I think there are a lot of sound files related to Pozhar: https://paste2.org/AXVWGtbv
      This is the list of events and corresponding source IDs (audio file name) I found using SoundFX Search and Update tool.
    2. Solid8Beard
      Solid8Beard
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      Those tools are in Wolvenkit ?
    3. hgyi56
      hgyi56
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      The tool I mentionned is not part of WolvenKit. I have created it and its available on Nexusmods.
  5. Sp0rk
    Sp0rk
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    this will be a stupid question but... if I have a wwise id, how do I find its corresponding file?

    I suspect it is in an opuspak
    1. Neurolepticer
      Neurolepticer
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      • 97 kudos

      1) You create a new Wolvenkit project.
      2) You search for the .wem file in the Asset Browser.
      3) You double click the .wem file to add it to your project.
      4) Now replace the added .wem file with your own.
    2. Sp0rk
      Sp0rk
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      so this is what i thought, but the wwiseid isnt in soundbanks which is why i thought maybe they're amongst the opuspaks instead
    3. Neurolepticer
      Neurolepticer
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      Then it is in a "bank" file, which will be more difficult to edit. There are several sounds in a bank file, but they are saved as a single sound. For example, the game knows that the "shot" sound is at "second 0:38", and the second shot sound is at "second 0:39". If you do something wrong and the time differences are no longer correct, a "burp" may be heard instead of a "shot" sound.  :D
    4. stegrasund
      stegrasund
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      I'm still struggling to find the correct ID's in the .txt file. For example, the file at the top of your screenshot is 582968.wem, but typing 582968 into the .txt file returns nothing. Any help would be appreciated!
    5. Neurolepticer
      Neurolepticer
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      I am currently creating a Sandevistan sound mod for testing. I'll take a .wem file(ID) that can't be found like yours and see what happens.  
    6. Kingkwon83
      Kingkwon83
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      Same issue, I have 371789278.wem but can't find anything when searching in the txt file provided
    7. hgyi56
      hgyi56
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      I have created a tool to get IDs and audio files from event names. Maybe this is what you are looking for ?
      My tool is named "SoundFX Search and Update".
    8. Neurolepticer
      Neurolepticer
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      @hgyi56 
      Thank you, I have added it.  :)
  6. Wspirit82
    Wspirit82
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    How did you obtain the list? Did you do the work to make it yourself, or just took the ones on google drive? 
    1. Neurolepticer
      Neurolepticer
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      • 97 kudos
      Extracted from the "soundbanks.archive".
    2. Wspirit82
      Wspirit82
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      • 22 kudos
      ..
  7. AaraenMod
    AaraenMod
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    While this mod page gathers audio editors I want to ask something, what should I do if I have to modify the length of the audio I add to the game?
    Is there a file with the lengths I have to edit?
    thanks in advance
    1. Neurolepticer
      Neurolepticer
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      Then you have to find the corresponding "Config" file, let's say, and set the start point and the end point of the played sample. In most cases, however, it is sufficient to simply replace the sound. A shot, for example, lasts just 1-2 seconds, so you don't have to change much.
    2. AaraenMod
      AaraenMod
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      Thanks for the tip, where can I find this "config" file in WolvenKit?
    3. Neurolepticer
      Neurolepticer
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      This entry is located in the "eventsmetadata.json". However, I would not add this to your project. If you use it, no other mod that uses this file will work. And almost all files in the game use it. So you have to find another way. My suggestion is to export the sound as .wav. And then adapt your sound to the original file. "Length" and so on.
    4. AaraenMod
      AaraenMod
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      Yeah but the problem is that the songs I want to add are either much longer than the original or also way shorter,
      + I'm trying to change the intro after splash screens and the timing is also different... I guess I will modify this json file and warn people of what you told me.

      Thanks a lot
    5. Neurolepticer
      Neurolepticer
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      The intro is a "video". The config files are located in the folder "base/gameplay/gui/Fullscreen" and then for example in the folder "main_menu" or "pause_menu". there are ".inkanim" and ".inkwidget" files, you have to edit these.
    6. AaraenMod
      AaraenMod
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      Oh my god i was looking for this for DAYS, you saved my life LMAOOOOO thx thx thx thx thx
    7. Neurolepticer
      Neurolepticer
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      • 97 kudos
      :D Then you've got it now. Have fun.
  8. squarto
    squarto
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    • 6 kudos
    Could really use this for Starfield!!
    1. Neurolepticer
      Neurolepticer
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      https://www.nexusmods.com/starfield/mods/1801
  9. MohamedASalama
    MohamedASalama
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    • 15 kudos
    Thank you for your hard work, I appreciate it!
    But I can't seem to find anything related to the sounds of the glitchy screams when people die of the Blackwall
    Gateway. Is there any way to look for it or even extract it?
    - I mean the sounds of people when they are screaming after you upload the Blackwall Gateway on them. The "glitch screams".
    Thanks again!
    1. KayaGrimoire
      KayaGrimoire
      • supporter
      • 36 kudos
      If u want them removed join the AI Discord on the Ariana Grande Mod they have a Tutorial there on how to do it
    2. MohamedASalama
      MohamedASalama
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      Thank you, but I do not want to remove them, I want to extract them.
      Also, can you send me the link?
    3. Neurolepticer
      Neurolepticer
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      • 97 kudos
      These are the normal scream sounds, with a Wwise integrated sound FX. The voice distortion effect is applied to the voices in real time. The screams are saved in other files, and not as a normal .wem file. They are in containers.
    4. MohamedASalama
      MohamedASalama
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      Is there any way to extract it or apply the sound FX to it on FL Studio?
      I want to extract the sounds and apply the sound FX.
    5. Neurolepticer
      Neurolepticer
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      To explain all this to you now would take hours. There are enough tutorials on Nexus, just type tutprial in the search. Also on Youtube there are many tutorials. To edit the Cyberpunk 2077 sounds you need Wwise 2019, all other versions do not work for Cyberpunk 2077.
    6. MohamedASalama
      MohamedASalama
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      I see.
      Thank you.
      But can you explain where is the sound FX located, and where are the screams in WolvenKit?
      Which directory?
    7. Neurolepticer
      Neurolepticer
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      The screams are located in so-called "bank" containers, editing these requires a little more effort than normal .wem files. :D
  10. duanboyao0839
    duanboyao0839
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    Thanks for the hard work! However it's way too hard for a non native English speaker like me to learn how to use it XD. I'd like to pay someone to make a mod to disable the sound of hitting a weakspot or headshot while the Deadeye perk is active. Could you please help me do that?
    1. Neurolepticer
      Neurolepticer
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      I recommend the A.I Translator "DEEPL", which I also use. The only language I know is German". :D
    2. duanboyao0839
      duanboyao0839
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      Aha! I try using that. Thank you :)