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HitmanHimself

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HitmanHimself

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35 comments

  1. HitmanHimself
    HitmanHimself
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    This Error has been fixed in opuscli_1.2
    ?All 1444 .opuspak files are not present in the directory of sfx_container.opusinfo

    Make sure all of them are there and restart the tool
    however if you are using Wolvenkit.CLI(aka CP77Tools) to export opuspak and opusinfo files make sure you download the one compatible with game ver 1.3 otherwise all opuspak files will not be extracted and you won't be able to use this tool. at the time of writing this comment, new WolvenKit.CLI for 1.3 game ver is available on WolvenKit github repository but new version hasn't been posted on nexus
  2. TheSorrow55
    TheSorrow55
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    is this command tool ??
  3. GillBate5
    GillBate5
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    This tool still works in 2024
    1. GillBate5
      GillBate5
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      .
  4. skyBeepbeep
    skyBeepbeep
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    I cannot delete the opus extracted with the opusinfo tool and it is replaced with the original sound when packaging the wav with the opusinfo tool. Is there a problem with my computer?
  5. MisterBo87
    MisterBo87
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    Is there a mod to change the engine sound of each vehicle, for example its apollo engine on another motorcycle?
  6. WarJakk
    WarJakk
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    Intriguing... so the mod allows one to change sounds inside of the game, yes? How does someone find a specific sound to replace? Say, the reload sound of a Lexington? is there a "catalog" of some sort so you can se what sound you're trying to replace?
    1. HitmanHimself
      HitmanHimself
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      specific sounds can be found by looking into base\sound\events\eventsmetadata.json to get the wwiseid's and you can look into base\sound\soundbanks\sfx_container.bnk (which can be dumped using wwiser) to get the sourceid/32bit hash of .opus files
      alternatively u can use this catalog someone made from the community Cyberpunk 2077 Soundtrack Gamerip catalogue (Public)
    2. JadeYoung1996
      JadeYoung1996
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      Could you make a tutorial about how to dump the bnk file? Please. Because I found somthine is missing in the catalogue. Appreciate.
    3. HitmanHimself
      HitmanHimself
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      I made one earlier, hope this helps.
      https://docs.google.com/document/d/1NLgmtaMvmjZbMfdechp_Ax5pTfn1BkkhcQzmKAU-iCg/edit?usp=drivesdk
    4. Srredfire
      Srredfire
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      Hey there, sorry for a bit of a necro post. I've been trying to use your guide, but for the music sound banks instead. Unfortunately it seems to be set up a bit different, so I can only get so far with your guide until it doesn't apply anymore. I'm trying to find the file name of the music that plays during the Rogue romance mission to no success. I've found what I'm pretty sure are the wwiseids in the eventsmetadata, and those correspond with some values in cp_music_bnk but any values beyond there seem to be nothing.

      Any possibility you know how the structure for music is set up? Thanks.
  7. tduality
    tduality
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    I have tried to mod ringtone but the game cuts it's length in seconds to default, so there is no point. If anyone knows how to ajust, please tell.

    opuspaks from soundbanks folder
  8. EnjayNexus
    EnjayNexus
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    When I use this tool I keep getting the message

    All 1444 .opuspak files are not present in the directory of sfx_container.opusinfo

    Make sure all of them are there and restart the tool


    when I press either a or s at the interface.  I have checked my extract directory and it contains 1442 opuspak files.  I have tried extracting audio_2_soundbanks.archive several times but it always just gives me 1442 files and not 1444.

    Is there any way around this?
    1. LSC2018
      LSC2018
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      exact same issue... debugging the code now and yes if the count doesn't match you're getting nowhere.. curiously even if I bypass this check the object collection doesn't contain the hash even if i pulled the hash from the json file. Very strange

      EDIT - Turns out its expecting the 'MemberHash' to be input, you can find this in the json file and then proceed to use the 'Hash' parent and reference it against the soundtrack gamerip catalogue Hitman linked in here.

      I've now got it to work so it plays a goat when i make a call.. only way i was able to do this was getting the code and bypassing the check that caused this error ... not sure what its for . 
    2. HitmanHimself
      HitmanHimself
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      i changed that in one of the iterations, i gotta check again
    3. acidrefluxdisease
      acidrefluxdisease
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      try using CyberAudio tool?. If you havent found it already. python script.
  9. Kevrix
    Kevrix
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    hi

    can anyone upload the sounds from this and make a download file? (Except radios) i dunno how to work with this thing ?
  10. MintyFreshDeath
    MintyFreshDeath
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    Hey there, I wonder if anyone can help with a query I have.

    EDIT: So, I resolved my original query, but have a new one. I've managed to compile a sound mod of mine into an archive, but all of the sounds I replaced are silent in-game when I run it. I saved the files as .wav, 48000hz, stereo 32 bit float and converted them through Wolvenkit. Is this the correct format or am I doing something wrong?
    1. DSpookyFox
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      Are you exporting the files in audacity? If so, when you go to export your files check what the encoding is set to. If it's set to Signed 32-bit PCM, you need to change it to 32-bit float as that is the correct encoding. Otherwise Opuspak will skip your files and compile an incomplete opuspak file.

      You might want to wait for an update or start over finding the audio files as 1.5 patch broke the current ringtone mod I created on my own.
  11. DSpookyFox
    DSpookyFox
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    Hi, I'm still new to modding Cyberpunk and I finally managed to extract and repack the .opuspak file I am modifying with this tool. However
    after packing the new opuspak and opusinfo into an archive with
    WolvenKit.CLI and placing it in the mod folder, the game refuses to
    launch due to missing or corrupt archive.
    Upon looking at the folder the files I packed, I noticed that Opuspak had skipped the WAV file I
    modified. It did not create a .opus file for the modded file while every
    other file being repacked got it's own.
    I deleted all the generated files and tried packing the WAVs again, and it still kept skipping my
    modded WAV. When I packed in the original WAV though, it did not skip it
    and got it's own opus file.

    I edited the original WAV file with Audacity and exported it with Audacity under the same rate and encoding
    as the original.  Do I need to use Wwise or other different audio software? What am I doing wrong here, and how do fix it?
    1. LoneWolfy2
      LoneWolfy2
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      I cant help with your main problem, but to stop cp from crashing try verifying file integrity on steam/gog
    2. DSpookyFox
      DSpookyFox
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      I already tried verifying files and it still crashes. With the archive I packed moved out of the mods folder, the game launches fine. Also the opuspak I'm modifying sounds from is sfx_container_1318.opuspak, the same file the ringtone sound is located. There are 48 files.

      I just tested the Opuspak tool with all unmodified wav files (including the original wav file that was being skipped when modified) repacked into a new opuspak file under the same name as 1318 like always, packed them into an archive, and the game still refuses to launch even after verifying files in Steam. So now there something is wrong with the packing process. I'm using WolvenKit.CLI ver. 1.3.6 via Windows Powershell ran as Administrator.

      Edit: Never mind, I'm an idiot for not including the path "\base\sound\soundbanks" before packing with WolvenKit. The game launches normally now with the unmodded sound archive in the mod folder working. I'm now going to look further into the modded file being skipped and see what happens.

      Edit 2: I went ahead and packed the folder with the modified WAV despite it being skipped by the Opuspak Tool, and dropped the archive in the mod folder. The game launches normally, but the audio for the modified sound is silent and so are all unmodified sounds in 1318.opuspak.
      I tried modifying a different WAV file and it too gets skipped by Opuspak. So something is wrong with the way I am exporting them from Audacity despite being 48000hz & 32-bit Float Stereo. I've tried different ways of exporting the WAV from audacity and I even tried packing only those two WAVs and Opuspak still skips them.
      I'm going to bring in a different audio software to export the file with but other than that, I am completely stumped...

      Edit 3: Finally figured it out! Apparently, I was exporting the WAVs from Audacity encoded as Signed 32-bit PCM instead of 32-bit float...I exported it with the correct encoding and Opuspak packed it this time! I packed the mod into and archive, dropped it in the mod folder, fired up the game, and my new sound mod actually works!

      Thank you for making this tool!