the mod works, but when I use UXM to compile the files, when I open eldenring.exe (it stays on the black screen, you can only see the mouse). Can someone help me?
The whole game needs to be unpacked if you are patching, but like the description says, patching has lost support, because FromSoft is now using a method of constructing filepaths that cannot be patched statically. It needs to be patched at runtime, which is why you need to use ModEngine2.
Are you sure? I just managed to compile the mod in eldenring.exe, now I don't need to use modengine2, and on top of that I'm using a modified regulation.bin that increases the enemies' HP. I did as you told me, unzip everything and compile later, and it worked!!! Thank you very much, I've been trying for more than 10 days in a row and only now I managed it lol
Yes, I am positive. Sound modding has never worked, and that was one of the first things they changed in Elden Ring, that also changed the way they build their paths. They are now using a format string, which gets passed to a function with some arguments, and those arguments fill in the format string at specific points. They are also using this same method to grab DLC specific files.
I cannot patch this, because if I patch the string, the arguments might cause a problem, and then every call to the format function will need patching, as the first argument in the list of variadic arguments to this function will need to be removed or replaced, which means all the calls to this function need to be patch, which I would have to do at runtime. We already file injection at runtime, though, and it doesn't require you to have the whole game unpacked, which is what ModEngine2 does.
I just came to thank you for the mod, which made it possible to install the "diablo style loot" mod, so I can use it in NucleoCoop and play on two screens on the same PC. And now I was able to solve the problem that was not outputting audio. So, my thanks for making this possible thanks to you. https://ibb.co/kQM6VW7 (link to the photo I took)
I use the fitgirl version of the game, and after the SOTE come out whenever i unpack the files all the letters on the game turns into " ? ", to the menu and every single dialogue or item description, i cant read anything and it turns back to normal after i restore, why is this happening? before the dlc i never had this problem
I have been desperately trying to extract the pck sound files containing the voice lines in the game. Before installing the DLC, I had no issues doing this and I used Binder Tool to extract the sounds. But now, Binder Tool was unable to extract anything but Normal.pck and First.pck that were both 38 kb sound files containing some enviromental sounds. I don't know why, becasue from what I remembered the voice lines were stored in normal.pck and there was only one file. I downloaded UXM and it seemed promising as it detected another pck file aside from the two mentioned above, called "normal_dlc02.pck" but when selecting it for extraction, it would not extract it, despite a lack of errors. If I select the whole sound folder to be extracted, then everything else would be extracted but the normal_dlc02.pck . I don't know if all the voice files have moved in normal_dlc02.pck or not, but I can't find any voice lines for the game and I would appreciate any help or guidance on this matter.
There was another person on Reddit who posted this comment a year ago which is before Shadow of the Erdtree's release, so I doubt it's necessarily a DLC problem but the sound files aren't here anymore either way: "Can someone help me? i got WWise to extract the files I also used UXM but I can't find the pck files to extract the audio from them, I only manage to extract the audio from two files named first.pck and another named normal.pck but they only have 38kb and only contains a weird audio of something getting smashed, only that."
Where are all the voice lines stored if not in the sound folder?
There might be a bug with the DLC sounds, but I don't think I have heard anyone mention anything since the last release. I'll ask the people who make the wwise modding tools.
But for the most part they should all show up in the "sd" folder.
Thank you, they were in the "sd" folder! I think that's a change across the newer versions because I'm pretty sure they used to be in the sound folder, stored in normal.pck. By any chance, are you aware if there is a pattern in the name of the sound files? I have been listening to them individually and sorting them, but I'm sure there has to be some form of pattern in their naming, since some Youtubers like Sen have extracted voice files of some of the characters which at times includes groans and screams which aren't really distinguishable by ear (at least in my opinion). But either way, thank you so much for this amazing tool!
In the games actual file system, those files are actually in the root directory with he game.
Obviously, dumping them into the game folder wouldn't be a great idea, and there would be no way to "restore" them. I don't remember them being in the "sound" folder previously, but they could have been. The "sd" folder is where the tools that have been made, to work with the new wwise sound system, expect them to be.
You will have more luck asking in the "#sound-and-dialogue" channel of ?ServerName? for any logic as to where the dialogue would be. You might be able to find an ID by looking in the TalkMsg fmg which is in "msg/*/menu-msgbnd" where "*" is your language, eg: engus. There is also a TalkParam which might clue you in to what sound is for what line. Like I said, I am not entirely sure, so join the Discord, and don't be afraid to ask around!
Thanks for the compliment! The tool is originally TKGPs, and all credit goes to Meowmaritus for adding the new hash method for the new hash size for Elden Ring and beyond. I just added the selective unpacker, and agreed to maintain it. :)
Some other resources: wwise tools made by chainfailure: https://github.com/vswarte/rewwise Soundbank editing guide: https://docs.google.com/document/d/1lNov-a0DwnMY2yZywH3hFYzuoDfndofguvZmAnLDo-U/edit?tab=t.0 Witchybnd to unpack the FMGs: https://github.com/ividyon/WitchyBND
I tried to patch the game after unpacking it, but it says access denied, just like I tried to restore the game files via uxm. I read some messages and they all point to using Modengine2 but... I don't understand what it means to use it. So I have to move it to the game directory and then patch it via UXM? And also, I've already loaded some mods by replacing wiffles after unpacking the game in directories like chr, I hope after installing Modengine2 I won't have to change anything really or will I have to restore the replaced files and load them differently?
You don't need to patch with UXM to use modengine2. The thing with patching, is that it requires the entire game to be unpacked.
With modengine2, you just unpack ModEngine2 anywhere on your system. Preferably not the desktop, because that can cause issues. Put the mod files into the mod folder and launch via the launchmod_eldenring.bat file. Should work fine from there, with most mods.
unpacking Elden Ring doesnt seem to unpack files from the DLC? at least, I wasnt able to find DLC armor files in the parts folder Edit: I figured it out (cant delete this comment for some reason)
Question, It says I cant Patch the game anymore, so If I unpack it, put the mods I want to use, how do I make it work, don't I have to patch it first before every mod works? I only want to put armors and I don't know much about modding nor do I have the time currently to learn properly, wanted something to help me relax through hectic college works.
Why wp_a_7300 to wp_a_7351 are missing from the game files? White using UXM Selective Unpacker, these files were not present in the list inside parts folder. What am I missing?
As you said, "Unpacking files is still fine". You are unable to unpack Elden Ring using UXM now. I know you said you can't load or patch unpacked files but now you can't even unpack them. I'm hoping this is fixed soon.
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Can someone help me?
I cannot patch this, because if I patch the string, the arguments might cause a problem, and then every call to the format function will need patching, as the first argument in the list of variadic arguments to this function will need to be removed or replaced, which means all the calls to this function need to be patch, which I would have to do at runtime. We already file injection at runtime, though, and it doesn't require you to have the whole game unpacked, which is what ModEngine2 does.
https://ibb.co/kQM6VW7
(link to the photo I took)
I have been desperately trying to extract the pck sound files containing the voice lines in the game. Before installing the DLC, I had no issues doing this and I used Binder Tool to extract the sounds. But now, Binder Tool was unable to extract anything but Normal.pck and First.pck that were both 38 kb sound files containing some enviromental sounds. I don't know why, becasue from what I remembered the voice lines were stored in normal.pck and there was only one file.
I downloaded UXM and it seemed promising as it detected another pck file aside from the two mentioned above, called "normal_dlc02.pck" but when selecting it for extraction, it would not extract it, despite a lack of errors. If I select the whole sound folder to be extracted, then everything else would be extracted but the normal_dlc02.pck . I don't know if all the voice files have moved in normal_dlc02.pck or not, but I can't find any voice lines for the game and I would appreciate any help or guidance on this matter.
There was another person on Reddit who posted this comment a year ago which is before Shadow of the Erdtree's release, so I doubt it's necessarily a DLC problem but the sound files aren't here anymore either way:
"Can someone help me? i got WWise to extract the files I also used UXM but I can't find the pck files to extract the audio from them, I only manage to extract the audio from two files named first.pck and another named normal.pck but they only have 38kb and only contains a weird audio of something getting smashed, only that."
Where are all the voice lines stored if not in the sound folder?
But for the most part they should all show up in the "sd" folder.
By any chance, are you aware if there is a pattern in the name of the sound files? I have been listening to them individually and sorting them, but I'm sure there has to be some form of pattern in their naming, since some Youtubers like Sen have extracted voice files of some of the characters which at times includes groans and screams which aren't really distinguishable by ear (at least in my opinion).
But either way, thank you so much for this amazing tool!
Obviously, dumping them into the game folder wouldn't be a great idea, and there would be no way to "restore" them. I don't remember them being in the "sound" folder previously, but they could have been. The "sd" folder is where the tools that have been made, to work with the new wwise sound system, expect them to be.
You will have more luck asking in the "#sound-and-dialogue" channel of ?ServerName? for any logic as to where the dialogue would be. You might be able to find an ID by looking in the TalkMsg fmg which is in "msg/*/menu-msgbnd" where "*" is your language, eg: engus. There is also a TalkParam which might clue you in to what sound is for what line. Like I said, I am not entirely sure, so join the Discord, and don't be afraid to ask around!
Thanks for the compliment! The tool is originally TKGPs, and all credit goes to Meowmaritus for adding the new hash method for the new hash size for Elden Ring and beyond. I just added the selective unpacker, and agreed to maintain it. :)
Some other resources:
wwise tools made by chainfailure:
https://github.com/vswarte/rewwise
Soundbank editing guide:
https://docs.google.com/document/d/1lNov-a0DwnMY2yZywH3hFYzuoDfndofguvZmAnLDo-U/edit?tab=t.0
Witchybnd to unpack the FMGs:
https://github.com/ividyon/WitchyBND
And also, I've already loaded some mods by replacing wiffles after unpacking the game in directories like chr, I hope after installing Modengine2 I won't have to change anything really or will I have to restore the replaced files and load them differently?
With modengine2, you just unpack ModEngine2 anywhere on your system. Preferably not the desktop, because that can cause issues. Put the mod files into the mod folder and launch via the launchmod_eldenring.bat file. Should work fine from there, with most mods.
Edit: I figured it out (cant delete this comment for some reason)
parts folder. What am I missing?
how i cant fix it