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?
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.
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.
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.
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.
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
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!
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".
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
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.
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.
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.
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.
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!
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.
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.
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?
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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.
This is the list of events and corresponding source IDs (audio file name) I found using SoundFX Search and Update tool.
I suspect it is in an opuspak
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.
My tool is named "SoundFX Search and Update".
Thank you, I have added it. :)
Is there a file with the lengths I have to edit?
thanks in advance
+ 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
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!
Also, can you send me the link?
I want to extract the sounds and apply the sound FX.
Thank you.
But can you explain where is the sound FX located, and where are the screams in WolvenKit?
Which directory?