Could you kindly tell me what are the files for AK74 Fire? My FModel says a bunch of errors and I cannot read the files, no matter what I am trying to change OneShot file sound, but I can't read the MetaData it gives all kinds of errors that don't make sense, but I followed your guide to a T Thank you!
In my case it states: [ERR] CUE4Parse.UE4.Exceptions.ParserException: Package has unversioned properties but mapping file is missing, can't serialize at CUE4Parse.UE4.Assets.AbstractUePackage.get_CanDeserialize()
I am sorry, I am completely new to modding using FModel How would I go about finding a mapping file for Stalker 2, and what do I do with it when I find it?
ive forgotten since i havent touched stalker 2 in a long while, but the mapping file is essentially what the game uses to map out the file structure (like folders) iirc you use a tool to extract the mapping file (or was it key?) and input that into FModel's settings, which allows you to access the paks only some UE games have mapping files needed, and S2 is one of them
So... why are there no good tutorials for this? After searching around for a long while, I finally got Fmodel and working, but it can't search the folders properly, I finally found the .bnk files for the AK74 but I don't see any of those in any of the IDs from your .PAK file at all. I also can't search for text inside multiple files apparently. It would really help to know which files to look at and how, this is an extra waste of time that has nothing to do with modding at all.
check the stalker reddit for a tutorial to replace the Radio songs, its the same process but for different sounds
you can get the ID's for sounds from rightclicking and showing metadata on the correct .bnk (there are two locations for the .bnk, i forget which one is correct)
Yes, it is a waste of time. The radio post on reddit isn't a real tutorial. I've just asked you personally, and you don't even know the locations of the .bnk files for the gunshot audio. If I just knew where the files were, I could start editing right away. I actually found some .bnk files but I was unable to find ANY of those IDs listed in the Wwise audio folder. Guess I will need to wait a bit longer for someone else to change the sounds, since I can't do it myself.
why is everybody afraid to use the real world weapon names in video games ? (akm-74) i mean come on really ? what did they do ? combine an akm and an ak74 ? , and the spas12 , is everybody afraid of lawsuits or something. oh and the viper ? i actually expected the first mods to be weapons mods.
Weapon companies nowadays are charging a ridiculous amount of money to use the licensed names within video games. It all stems from school shootings and other such events the past 10 or so years. Weapon Companies such as Remington, Colt, etc were sued due to their weaponry being used. Many of the perps cited video games as their source of influence regarding their actions so that is why it now a law in certain areas (California), that weapon portrayal has to be a fictional name (but this also depends on development team location and the laws in their respective area as well).
Otherwise, fictional names just respect copyright patent laws and the dev team didn't want to fork extra money for a license of use.
Nice to see this is do-able. I've actually been wanting to get into doing some Sound Modding for some of the Weapon Reload SFX. Any tips or resources to learn how to replace the appropriate sound files?
you need Wwise Studio to convert to WEM, repak, and FModel. theres a guide for sound replacing on reddit for replacing the radio tracks, but its the same process just for different sounds. You can find the sound's id by going to the .bnk file and showing metadata, which includes all the IDs, then go to the Media folder and ctrl+f the id
Thanks for the info, much appreciated! If you don't mind me asking an additional question; I'm assuming you use Fmod to view the ID's from the appropriate bnk file inside the Event Folder. Which ID do I need from the BNK file to locate in the Media Folder?
For example, I'm trying to figure out the correct Audio Files for the SFX_AKU_Mag_Out.bnk file.
Would love to see a full weapons sound mod but from the sounds of your description that might be more difficult than I imagined, the gun sounds are actually fine (well most of them) but the grenade and explosion sounds are terrible.
19 comments
tutorial part 1
tutorial part 2
My FModel says a bunch of errors and I cannot read the files, no matter what
I am trying to change OneShot file sound, but I can't read the MetaData it gives all kinds of errors that don't make sense, but I followed your guide to a T
Thank you!
In my case it states:
[ERR] CUE4Parse.UE4.Exceptions.ParserException: Package has unversioned properties but mapping file is missing, can't serialize
at CUE4Parse.UE4.Assets.AbstractUePackage.get_CanDeserialize()
you have to get the mapping file from somewhere else
How would I go about finding a mapping file for Stalker 2, and what do I do with it when I find it?
iirc you use a tool to extract the mapping file (or was it key?) and input that into FModel's settings, which allows you to access the paks
only some UE games have mapping files needed, and S2 is one of them
check the stalker reddit for a tutorial to replace the Radio songs, its the same process but for different sounds
you can get the ID's for sounds from rightclicking and showing metadata on the correct .bnk (there are two locations for the .bnk, i forget which one is correct)
I actually found some .bnk files but I was unable to find ANY of those IDs listed in the Wwise audio folder. Guess I will need to wait a bit longer for someone else to change the sounds, since I can't do it myself.
anyway since you were pissy i uploaded a tutorial
Otherwise, fictional names just respect copyright patent laws and the dev team didn't want to fork extra money for a license of use.
neat.
For example, I'm trying to figure out the correct Audio Files for the SFX_AKU_Mag_Out.bnk file.