Audio - Stellar-Blade-Modding-Team/Stellar-Blade-Modding-Guide GitHub Wiki

Overview

[!IMPORTANT] This section was written by our wiki team member Tobi Rama and Lady-420. In this document we will be introducing how to import custom Audio files and replacing in game for Stellar Blade.

Workflow

[!TIP] You can follow this video tutorial for modding audio which is available for those that prefer visual guides. Below will be the written version of this same guide.

Setting up Unreal Engine

1. Follow the steps from this page before continuing

2. Open your Unreal Engine project

  • At the bottom right-ish, you should see "View Options". Click It.
  • Make sure "Show Localized Content" is checked.
  • Now go to "Edit" on the top right of the window, and click "Project Settings".
  • In the search bar, type "Additional".
  • You should see a setting that says "Additional Asset Directories To Cook"
  • Click the "+" next to this setting, and type "L10N" in the text field that appears.
  • Once this is done, you can close this Project Settings window, and minimize the whole Unreal Engine window.

Setting Up SoundKit_SB

(Guide Is Currently Based Off Of SoundKit Version 0.0.1)

1. Download and extract SoundKit_SB

  • Make sure the path you extract this tool into has no spaces in any folder names. For example:
  • "D:\MyGames\StellarBladeStuff\soundKit_SB_v#.#.#" is good to go.
  • "D:\MyGames\Stellar Blade Stuff\soundKit_SB_v#.#.#" is NOT good, because "Stellar Blade Stuff" has spaces in it's name.
  • Inside of the soundKit_SB_v#.#.# folder, you will see an "SMT_SB" folder. Go in there.
  • You should see 3 files and 1 folder (subject to change in the future).
  • The 3 files should be a .json file, a .bat file, and a .ps1 file.
  • The INSTRUCTIONS .json contains steps on how to get the script going/troubleshooting. I will list a few warnings here.

If you do NOT see the ".json", ".bat", or ".ps1" parts of those file's names, Google "How to view file extensions" and follow the instructions for your OS version (Windows 10, Windows 11, etc).

  • Next, double click the .bat file. This should open up a black CMD window, which we will call the "terminal".

If you just see the Terminal pop open then close immediately, then either your folder paths have spaces in their names, or your Execution Policy is set to "Restricted". For the latter issue, Google "How to change execution policy", then follow the instructions to set it to "Unrestricted".

  • This step should not be necessary, since the .bat file has a command within it to ignore Execution Policy settings, but I'm leaving this info here just in case.
  • If you successfully opened the Terminal, you should see an Option "0" under "CORE FUNCTIONS".
  • At the bottom of the Terminal, it says "Please select an option". Type "0" here. then press Enter.
  • This will take you to a screen with some instructions to prepare game files for extraction.

(I am currently in the midst of adding sub-options to this screen, I will update this guide when that is finished)

  • Navigate to your Stellar Blade game folder, then look for the "Paks" folder in there.
  • This can be easily found by opening Steam, right clicking the Stellar Blade game, going to "Manage", and clicking "Browse Local Files".
  • The game's folder will popup. From here, go to "SB>Content". Here you will see the "Paks" folder.
  • Make sure there are NO mods in this folder. It must only contain the base game files.

(Only exception is if you are specifically trying to extract sound files from an already-made mod (This should work in theory, havent tested it myself though)

  • Now drag your whole "Paks" folder into the "0-Ignore-This-Folder-(PAKs)" folder thats inside of the "0_EXTRAS" folder in SMT_SB.
  • Once placed, go back to the Terminal and press "Enter" (You may need to click on the Terminal first, and then press Enter).
  • The script will begin processing. (The time it takes varies per computer, but a 7800X3D CPU took about 1 minute to finish)
  • Once finished, you should see a message at the bottom of the terminal instructing you to move the "Paks" folder back to where you got it from. Do this, or your game wont run (obviously).

Each time the game updates (and likely adds new content), you will want to redo this Option 0 process again so you can get the latest sound files

Exploring Game Files In SoundKit

  • Now, in the SMT_SB folder, you should see a "0-BASE-GAME-Files-Will-Be-Here" folder.
  • This is where your game's sound files were extracted to during the Option 0 process you just did.
  • However, the files will all be in uasset/uexp format, which you cannot listen to with (standard) audio players.

The next update to sounndKit will allow Option 0 to extract the game files directly to wav format to avoid this issue.

  • Before moving on to converting these to .wav files, I will do a quick overview of the folders.
  • So, inside of "0-BASE-GAME-Files-Will-Be-Here" will be a "Sound" folder and an "L10N" folder.
  • Inside of the "Sound" folder are all of the Sound Effects in the game, so things like:
  • Footsteps; Lightning; Explosions; Monster Grunts; Raindrops. These are Sound Effects.
  • Additionally, the "Sound" folder will contain the voice acting files for the DEFAULT language of Stellar Blade: Korean.
  • For example, Eve's voice lines for when she does an attack or dies are located in "Sound\Dialogue\ActionVoice\Eve".
  • Now, Inside of the "L10N" folder are all of the voice acting files for every other language.
  • For example, Adam's voices line for Eidos 7 interactions/custscenes are located in "L10N\en\Sound\Dialogue\Eidos\Adam".
  • Now that you got the gist, let's move on to actually converting these uasset/uexps into listenable .wav files

Converting Game Files Into .Wav Files

  • Copy your desired uasset/uexp files and go to the folder that is inside the SMT_SB folder.

Each audio files always comes in pair, a uasset file and a uexp file. Make sure to copy both for each audios.

  • If the files that you copied are directly from the "Sound" folder found in "0-BASE-GAME-Files-Will-Be-Here" folder, then you can paste them inside the "1-Put-Your-CUSTOM-Files-Here" folder directly. But if your files are copied from the "L10N" folder instead, for example en folder, then you need to paste them inside the specific language folder that you will find in "PLACE-LANGUAGE-SPECIFIC-FILES-INSIDE-HERE".
  • Go back to the terminal and press "Enter" to go back to the main menu.
  • Press "2" on the keyboard to select option 2 (*CONVERT* Uaaset/Uexp Files To Wavs) and then press "Enter".
  • Since you already put the files in the required folder, you can just press "Enter" again and wait for it to be done.
  • In the SMT_SB folder, you will find a "x2-CONVERTED-Wav-Files-Are-Here" folder and it follows the same folder structure as the one you pasted in, so inside this you will find the converted wav files that you can double click and listen.

Making Audio Mod

  • Play the Wav files to determine which audio(s) you want to replace.
  • Get the custom audio wav file(s) that you want to use and rename it/them with the name(s) of the audio you want to replace.
  • Move the custom audio file(s) into "1-Put-Your-CUSTOM-Files-Here" folder according to the language.

If you want to silence a sound effect or dialogue or anything else, then copy those audios and go to "x100-EXTRA-Stuff-Is-In-Here" > "x102-SILENT-Stuff-Is-In-Here-(EXTRA)" > "A-Put-Files-To-Make-SILENT-Here" and then paste the files according to the language.

If you want to know/test which sound is played when, then copy those audios and go to "x100-EXTRA-Stuff-Is-In-Here" > "x103-TEST-Stuff-Is-In-Here-(EXTRA)" > "A-Put-Files-To-Make-TESTs-Here" and then paste the files according to the language.

  • Go back to the terminal and press "Enter" to go back to the main menu.
  • Type "1" on the keyboard to select option 1 (*ORGANIZE* Your Files Into Their Correct Folders) and then press "Enter".

For the silent ones, type "102" on keyboard to select option 102 (Create *SILENT* Versions Of Your Files) and then press "Enter".

For the test ones, type "103" on keyboard to select option 103 (Create *TEST* Versions Of Your Files) and then press "Enter".

  • Press "Enter" again after it's done.
  • In the SMT_SB folder, you will find a "x1-New-ORGANIZED-Files-Are-Here" folder, open it. You will find all your audio files organized into folders.

The silent ones will be inside "B-Your-New-SILENT-Files-Are-Here" Folder which was beside the "A-Put-Files-To-Make-SILENT-Here" folder earlier.

The test ones will be inside "B-Your-New-TEST-Files-Are-Here" Folder which was beside the "A-Put-Files-To-Make-TESTs-Here" folder earlier. Add "Title" in the sorting of windows folder so that you can see which number it will say.

  • Open Unreal Engine and drag and drop the organized folders onto Unreal Engine.
  • Type ".wav" in the filter to show all the audio files.
  • Select all the files and right click.
  • Hover over "Asset Actions" and then select "Assign to Chunk".
  • Put any number except 0 in the menu that popped up and press "Ok". For example, 199.
  • Click on "Save all" and then "Save Selected".
  • Click on "File" > "Package Project" > "Windows" > Select the folder you made the project in the beginning. Wait till it's done.
  • Click on "Show Output log" on the notification that said "Package Complete".
  • Near the bottom of the log, there will be "Copying NonUFSFiles to staging directory", copy the directory beside it and then close the log.
  • Go to the directory that you copied and you will find "SB>Content>Paks" where the you will find the mod files that has the same chunk number that you used earlier (that 199 for example)

Installing Mod

Follow the steps from this page to install the mods.