So far, i've only changed the actual jump sound, but maybe if i can track down the exact id and audio file for the arrival sound, i could probably change that too.
Great job on the sound, got a question,ive been trying to replace the jump drive with the warp sound from tng, but so far ive been unsuccesful, did you change the bit to 16 or 32? and what .wem program have you been using? Wwise?
I exported the audio from audacity as a wav at a sample rate of 44100, with a bit of (I believe) 32. I then imported the resulting .wav file to Wwise (I specifically use version 2023.1.0.8256) and then go into the "Project" tab, then "Project Settings" and then "Source Settings" and then clicking the three dots next to a box that says "Default Conversion Settings" I set the project to "Vorbis Quality High". And then i convert the file, go into Wwise's cache folder and retrieve the new wem file, and rename it to the specific id that Starfield has assigned to the Jump sound. which in this case is "15224246" and then boom, it works. However, the process is different depending on the sound being replaced, as some sounds want different sample rates or different vorbis encoding.
yeah, I had to cut some of the audio in order to get the actual jump sound to line up with the vanilla grav jump in length and also context (i went out of my way to make the *bwoomp* of the FSD jump line up with the vanilla *bwoomp* of the regular starfield jump sound). Maybe in the future when the Creation Kit drops, I might have more to work with and make it more seamless.
the bass jump is timed perfect, I just miss the FSD Charging line haha! Excited for the creation kit. Hope to see you make that mod, if that's what you'd like :) Where did you find the clean audio of the entire FSD charge to jump sequence?
I wonder if I could splice something up in SVP that could fit the 3 even if it's more like a 3.2.1. engage instead of 2..1.. engage by cutting some time in between? I'd have to see the audio and hear how it mixes to weigh in there
I personally recorded both the arrival and jump sounds from my own recorded Elite Dangerous gameplay. I played for a bit, with in-game music off, and jumped to very inactive systems, while recording the process. I then used Audacity to extract the audio from the videos i took, and then carefully line up the audio segments of the FSD jump and the vanilla jump, to make not only both audio segments exactly 14 seconds long (the length of the original grav drive audio) but also to line up perfectly in wavelengths (made sure the actual bass of the jumps lined up perfectly)
Dope! I was hoping to see something like this so thank you :3. Also I know how to manually install, but would you mind putting the "download with vortex option" up? Just makes managing my mods less messy so I don't have to keep a separate folder for backups of manually installed mods. Just convenient to have every mod managed and visible with vortex with all the Nexus ID links in it as well :>
Also with the new Vortex Starfield plugin, it renders the "My Games Folder" method out of date anyway due to it's new redirection deployment script~
You're welcome, and no problem! I re-added the download with vortex option back, and it'll remain on for the foreseeable future. Also, thanks for the insight in Vortex's new deployment method, i was hesitant on using it for Starfield, but i think i'll definitely start using it when the creation kit mods start dropping.
Hella! I appreciate you doing so. I went ahead and downloaded and Endorsed :> And I was hesitant too tbh but since it's been implemented I haven't needed the SFSE Redirection method (In fact it force stops you from launching the game if you have it installed when I last checked) and all my mods have worked fine ~ Here's hoping when the CK gets released this jankiness BethSoft caused will be over.
I can definitely eventually create a louder version and upload it into the optional files, might have to spend some time playing around with decibels, but i can make it happen.
Dunno if it's possible but I'm hoping one of these grav jump mods will also change the default cutscene of the super bright white tear in space nonsense to anything else that doesn't blind me...
It might be possible, but it may also be one of those things that will unfortunately have to wait until Bethesda drops the creation kit tools early next year.
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(Edit: Second Version includes arrival audio too)
got a question,ive been trying to replace the jump drive with the warp sound from tng, but so far ive been unsuccesful, did you change the bit to 16 or 32? and what .wem program have you been using? Wwise?
Tried it, is it not supposed to say the "Frame shift drive... charging..." part? I only hear the "2..1.. engage *bwoomp*"
I wonder if I could splice something up in SVP that could fit the 3 even if it's more like a 3.2.1. engage instead of 2..1.. engage by cutting some time in between? I'd have to see the audio and hear how it mixes to weigh in there
Also with the new Vortex Starfield plugin, it renders the "My Games Folder" method out of date anyway due to it's new redirection deployment script~
And I was hesitant too tbh but since it's been implemented I haven't needed the SFSE Redirection method (In fact it force stops you from launching the game if you have it installed when I last checked) and all my mods have worked fine ~
Here's hoping when the CK gets released this jankiness BethSoft caused will be over.
Any way for the audio of the countdown & launch to be louder as the grav jump is massively louder.
nvm https://www.nexusmods.com/starfield/mods/609?tab=files