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In archives select WwiseAudio->Windows then go to Packages tab. Common audio banks won't be in any of language folders for obvious reasons.
Sorry for being dumb, I didn’t realize you could extracting it from there, I thought it was just the language folders. Now I just gotta find out how to pack it all back up and get it working. My guess is that it should be the same packing process as other UE4 games with the ~mods folder and stuff, but I’ll have to dig into that later
I’m slowly getting there in regards to getting it working. I spent all night listening to all the tracks and seeing which audio files are in which bnk and such which was quite fun tbh :P
All I gotta do is find a way to replace the wem files, path my folders, and have the game read the mod. I’ll keep you posted whenever I get this working :D
I extracted the .bnk files, replaced the .wems with my own using Wwise, and packed it all up into a .pak file. Normally with UE4 games, you’d put a folder in the Paks folder called “~mods” and throw your .park in there. It doesn’t seem to work on this which either means I did the file replacement wrong or this game have a different way of loading mods than other UE4 games. Anyone have an idea as to what the solution could be?
I've found the files for it in FModel, and have tried making a new _P.pak file to replace it, but it seems like nothing happens
According to this video, since the game has .sig files next to the paks, there is some extra stuff you need to do for the game to load them, or use a paid program to bypass it https://youtu.be/Kyo8dvuIK00?t=837
I'm also confused because the thing I want to edit is in the .utoc file, which is different to the .pak file and I'm not sure if this one can be edited the same or not!
We’re almost there, just gotta crack this last step it seems :D
Replacing the texture sheet of the warnings will not make them go away since you aren't modifying the level sequence. And modifying entire levels is borderline impossible once they're cooked.
Going to preface this by saying that I've got no idea how Unreal works and am completely Clueless, but the warning screen seems to be it's own folder inside the game's blueprints (https://i.imgur.com/EvnAT7B.png)
The main menu is listed separately which makes me hopeful it can be removed/edited in some way https://i.imgur.com/64watF4.png
I might just be high on copium though, never delved this deep into modding before
If the widget itself handles its timing and/or overall code has enough failsafes then it could potentially be skippable. If not you'd just be staring at a bugged screen either for same period of time or indefinitely.
Hard to tell their design approach really, there's only one real way to find out but i'd assume entire sequence is hardwired as map level and there's no easy way of bypassing it.
Interesting, thank you for explaining that! There's another intro as well which is a plain mp4 in the movies folder and you can delete/rename it to skip, so since the game doesn't crash due to the missing file, maybe it might work similarly to this? Might be a completely different beast though.
Definitely need to try and figure out how to get our pak files loading though, otherwise we won't be getting anywhere
0xE34CC6C8E61D501C1720E61590E4AF560820169433D1629FDA753F72F9EC2543
https://www.nexusmods.com/hifirush/mods/1
Still gotta find out how to mod certain things like audio and get all that working, but we have a way to load .pak files now!
I've been testing around with getting new .wem files working using Wwise and it's an interesting thing. I have the correct pathing working because the song I'm trying to replace doesn't play, so I'm doing something right at least :P. That being said, I think there might be some specific way that the .wem files are encoded or read that's not letting the custom track play. I'll keep testing it, but that's where we're at so far with custom music. If anyone knows anything about specifics with .wem files with either how the game reads them (which I think is the issue here) or encoding them or whatever, I’m all ears. We're this close to greatness, I can taste it!
That would probably be what people want most right now, custom music