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MadHoek

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About this mod

!!!Warning: Only compatible with the main game NOT with the DLC's!!!

I could not stand the "rumbling" sound effect when my character gets out of stramina but I did not want to disable the breathing sound effect.
The mod keeps the breathing sound effect and the environment sounds dim down but the rumbling is gone.

Permissions and credits
Changelogs
!!!Only Compatible with the Main Game NOT with the DLC's!!!
Obsolete, only a proof of concept.




About

I read Sound modding in KCD, now that seemed easy.
So I tried to extract the sound files contained in the 80 soundbank files of Sounds_HD.pak.


...nope, not easy!


But I like a challange...


A whole week of testing every tool, I was able to find in the InterWebs, along with different workflows went by, no success.
Of course I extracted some files correctly but, especially when it came to KCD.bank (the Masterbank) which holds the most, a lot of the files were corrupted.
Either not working at all or wrong pitch at best results.


Do I really like a challange?


I finally managed it to extract every single audio file out of the 160 soundbanks of both Sounds.pak and Sounds_HD.pak 3432 in total.

Yes, I like a challange!





What I did
I removed the "low_rumbling1.wav" from the Fmod event "player_stamina" and rebuilt the soundbanks in three different output qualities.
For each output quality I created two mods, one to replace the soundbanks of "sounds.pak and one to replace the soundbanks of "Sounds_HD.pak"




Output Qualities
37% is recommended by Vorbis, which is the codec KCD uses, for the best balance between compression and quality


25%
default quality preset of the Warhorse Fmod Project

50%

the audio files I used as master files already were compressed as I got them out of the soundbanks so thought 50% is not bad


100%
just to see how it works




Why this is not working with the DLC's
To keep it short Fmod is not very flexible when it comes to modding.
For every soundbank and for every event in a soundbank a unique GUID is generated in order for the game to find it.
If you change something or add a new bank the Masterbank along with the masterbank.strings.bank has to be updated.
This is what Warhorse had to do when they added the DLC's.
They provided us their Fmod project for the base game, which is pretty cool, but not the project which was updated for the DLC's.
That means, as long as we don't have access to this "DLC FMOD PROJECT" we can't mod the game with installed DLC's.
I think the game will crash if you encounter DLC content while using this mod, but maybe there will only be no audio for the events used by this content.
I don't know...





Is the mod stable
It was working flawlessly when I tested it, no bugs no crashes.
As far as I can tell, yes.
Tested on KCD 1.7.1


For me this is more a proof of concept than anything else because I own the DLC's and I want to play them, with Audio and without Crashes.
I enjoyed the work on it and I hope someone will enjoy to play with it.
Unfortunatelly, I can't :)






Installation:

Extract the content of the downloaded zip-file to the "Mods" folder of your game.
If you don't have one, just create it.

It should look like this: ...\KingdomComeDeliverance\Mods
Full default path for a steam-installation: C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods





ENJOY!











For Modders

I don't dare to upload the extracted audio files, but I got something much better for you ...I will tell you how I did it.



Tutorial
Extracting the audio files of KCD and set them up to build the Warhorse Fmod Project:
note: Tested on PC running Windows 10 x64

This will probably work for every game which uses Fmod

Attention: Quite a bit of work ahead.

Read first, to decide if you really want to do this.
Be aware that it will only work for the main gam an not for the dlc's.
There are 3432 files present after extraction/merge which will all end up in one single folder, 3312 of them are essential in order to build the project.







Part 0 Download the tools you need




Main:

Fmod 1.09.04   note: you need to Register to download it

Python 3.7.1

Fmod Bank Tools

python-fsb5_win64

Warhorse Fmod project  note: please download it only if you really need it in order not to generate big traffic



Optional:

Empty Asset Subfolders

Lupas rename

Audacity

Part 0 done




Part 1 Setup


1: Install Python 3.7.1

1a: Create a "Work" folder

2: Extract "Fmod Bank Tools" to your "Work" folder

3: Extract "python-fsb5_win64" to your "Work" folder

4: Create a new txt file inside the "python-fsb5_win64" folder, open with your favourite editor, paste the following and save it:
    
for %%i in (*.fsb) do extract.py "%%i"
pause

5: Rename the file to Python-FSB5_Audio_Extractor.bat

Part 1 done




Part 2 Extracting the audio files 
note: The output preset of the Warhorse Fmod Project was set to Codec: Vorbis Quality: 25% so you will get ogg files


1: Extract both Sounds.pak and Sounds_HD.pak because we want the best possible quality for our "master-files"
    note: Unfortunately you'll need to extract both, as there are 6 required files missing in Sounds_HD.pak:
             horse_breathing02.wav; horse_breathing04.wav; horse_breathing06.wav; q_zbysek_sog_shovel_04.wav; q_zbysek_sog_shovel_14.wav

2: Place the bank files of Sounds.pak in the "bank" folder of Fmod Bank Tools, double click "Fmod Bank Tools.exe" and hit the "Extract" button.

3: Delete all extracted wav files, you won't need them, as most of them will be corrupted

4: Copy/Cut the extracted fsb files to a folder named "Sounds".

5: Repeat the process for the bank files of Sounds_HD.pak

6: Copy/Cut the extracted fsb files to a folder named "Sounds_HD".

5: Place the fsb files of your "Sounds" folder in the main directory of HearthSim/python-fsb5 and double click your Python-FSB5_Audio_Extractor.bat.bat file

6: Copy/Cut the extracted ogg files you'll find in the "out" folder inside "python-fsb5_win64" and save them in a folder named "KCD-ogg"

7: Delete the fsb files in the "python-fsb5_win64" folder

8: Repeat the process for the fsb files of your "Sounds_HD" folder but save them in a folder called "KCD-ogg_HD"

9: To make your life more easy you should merge the ogg files in one "Master" folder

10: Convert the ogg files into wav files using 16 bit 48khz PCM codec
      note: OGG is a container and Vorbis is a lossy codec, believe me you don't want to double compress when you build the project.

Part 2 done




You could rename the files to their correct name now or after Part 3.
note: I recommend to do this after Part 3 as there are some duplicates which could slow down or even stop this process.




Part 3 place the wav files into the correct "Asset" subfolders


1: Extract my "Asset-Template.zip" wherever you want
    note: Of course you could go to step 6 directly and paste the files in the corresponding folders while Fmod is running,
              to fill the asset folder outside of it is just a saftey measure

2: Open the Warhorse Fmod project "kcd.fspro" in FMOD version 1.09.04

3: Go to the "Asset" tab, here you see all Asset folders and where wich file belongs

4: Place the wav files you extracted in the correct folder of the extracted "Asset-Template"

5: Close Fmod 1.09.04

6: Copy the "Asset" folder wich subfolders you finally filled to the main folder of the Warhorse Fmod project 
   (next to kcd.fspro; "Build" folder; "Metadata" folder; etc)

7: Open the Warhorse Fmod Project again and it should find all the files it needs

8: You can check if all files are present by building the project -> File / Build...
    note: If there are still files missing, it will tell you
   
Part 3 done




Part 4 Build your project

   
1: Do what you wanna do

2: Adjust the output quality to your liking -> Edit / Preferences / Build / Desktop

3: Build
    note: I recommend to delete or rename the existing "PC" folder and build the banks from scratch

Part 4 done



You're welcome