|
Post by nxus64 on Apr 12, 2019 0:19:51 GMT 10
So I'm trying to place all Dante's voicelines with Lady's from DMC4SE(yes I have that much free time) but the problem is when I try save pl0100_v.bnk even without modifying anything the file seem to be a bit bigger and "corrupt." When I try to load the newly saved soundbank up it shows "Could not open *.bnk:EOF"
What I've noticed is that this error occurs everytime I try to save a bnk file with a lot of wems. Small ones that have around 30 wems or less work fine.
Is there any workaround for this? I really want to improve the Playable Lady experience haha
|
|
|
Post by sora on Sept 27, 2020 21:35:03 GMT 10
same i have problem like this too, i try replace dante voice and not work
|
|
Welcome To The Party, Pal !!!
Posts: 245
|
Post by ReiKaz on Sept 29, 2020 9:04:31 GMT 10
I'm only modding RE games, but.. That tool is not very reliable, only some replaces will work (if file offset and etc. not "checked" by game). Search in all sounds folders if is no more files "pl0100_v" (should small sizes). In wwise is different "types/categories" how sounds packed and "checked/played" in game, you can't mod all audio banks same way. If is same as RE's (wwise, RE engine..), now you can insert audio only by hex editing.. you must learn or know at least basics/understand something what is on that data.
If you found other files (those small files with same name or same part of name), open with hex editor all files and try identify what is similar in those. And if you blinded (i mean tools not working, no way find offsets) e.g. for simple try in hex editor (big size bnk/pck pak with all audios) you can try find "RIFF" (click on "R" wrote offset address somewhere), find next "RIFF" (click symbol before "R" wrote it too - cause from "R" is new file data). Now select that offset: offset-start (first founded RIFF offset you written), offset-end (second founded RIFF offset you written).
Copy, create new hex file, save file as .wem (you can now convert to .ogg and work). But From this "01.wem" copy some data (from top somewhere), and in opened small .bnk's/pck's try to find.. If you found something is good, is a start... try identify where "RIFF" (for this file) in this small pak, and also find second "RIFF" (you will now know where data for youre file ends), make note somewhere offset-start, offset-length.. Also if "small .bnk/pck" have a lot of data, but nothing same. Need to understand encryption, exsamine and compare all data, or find what .wav required setting, or additional encrypted data line is presented (probably similar, but a bit different in wem data). Try work with "01.wem" and create you're modded file e.g. "new-01.wem", you should know the drill.
How you try to insert?! Also open "new-01.wem" file with hex editor, ctrl-a ctrl+c. Go to (big size bnk/pck pak with all audios) if is still selected (if not select by offsets you wrote somewhere) just paste and save. Go to opened "new-01.wem" and select offset-start: 0, offset-length (adress from "small .bnk/pck", you wrote it somewhere), copy. And go to that opened "small .bnk/pck", select offset start/length (same start, same leanght you wrote in note), paste, save.
If not works in game is more explorations/experimentations to find what data is checked. Or also find what wav setting is must be in pck (you must change in audacity). Also maybe is there very small bnk/pck with header or footer data, need to examine data, maybe compare to .wem. If very small bnk/pck header or footer presented, it must be changed from "big size bnk/pck pak with all audios" (more in that case if some tool worked to replace audio, or you managed create whole new .bnk/.pck pak with all audios using wwise studios).
|
|