1- Create my mod using Reloeaded II "Managed mods->New", name "MusicTest" mod dependence -> Ryo Framework and select app for mod work "SparkingZERO-Win64-Shipping.exe"
2- Open "Sparking Zero Audio Importer", Title of you Ryo mod here "MusicTest", I drag my WAV song. and click on "Create Ryo Mod Folder" the app says "The Reloaded-II Mods folder could not be found. Please select the folder". I click accept button.
3-Enter in "Realoded II->Mods->MusicTest" select folder. Error: "The selected folder does not appear to be the Reloaded-II Mods folder. Please select the correct folder."
What am I doing wrong? What criteria does the application use to determine if it is the correct folder? I have installed Realoded II through a zip and not through an installer.
First off thanks for the detailed message and what you tried, usually people give me nothing to work off of haha, also apologies for the late response I've been busy with some other projects and haven't had the chance to give this one a lot of attention.
It looks for Reloaded-II on your: Desktop, Dockuments, ProgramFiles, ProgramFilesx86, ApplicationData and LocalApplicationData locations. My best guess would be if you did it through a zip folder and it wasn't one of those locations that's probably the hang up on it not working. I used the installer and mine auto installed to the desktop which I assumed was the default behaviour of installing Reloaded-II, I only really included the other folders if for some reason it didn't go to the Desktop, the other folders were the likely candidates for how most other softwares get installed. In theory if you move wherever Reloaded-II is to one of those loction you should be good to go. In hindsight I should've had it open up a dialog for the user to specify the location, but this app was kind of a learning experience for me as a programmer as well haha.
Have you set up Sparking Zero in Reloaded-II at all? I didn't see that mentioned in the things you did. That shouldn't matter for it finding the Mods folder however. This guide here is more or less what I based the automation on: https://docs.google.com/document/d/1vpbans9a7kV07LiSKn4xjYswoKTunsRFZQbIW2hQRvE/edit?tab=t.0
Hope this helps/resolves the issue, if it doesn't I can help troubleshoot further!
Not sure if I might be doing something wrong, but if I try replacing any of the Sparking themes it doesn't make the regular BGM stop during Sparking mode like it should, it just causes both songs to overlap. Anyone else had issues with this happening? Is it due to using file types other than .wav (in the importer itself it says .mp3 and .ogg are also supported, so I've been using .mp3 files), or because of songs being set to loop?
Yeah that's been an issue, it's not an issue with the tool exactly since it's doing what it should.I found that making the Sparking BGMs significantly louder than the regular BGM was the best way to mitigate the issue you're facing.
I'm not too sure if someone has found a more big brain way of solving this or not, but that worked for me for the most part. If they have I can probably integrate it into the tool.
I used Audacity when editing the audio tracks and set 30–35 LUFS for BGM and 15–20 LUFS for Sparking. It's still not perfect but my audio pack here should give you a general idea of what I mean. https://www.nexusmods.com/dragonballsparkingzero/mods/488
Another solution is to use the mod that eliminates the sparking music entirely (This is usually my preferred course of action. You can find that mod here. https://www.nexusmods.com/dragonballsparkingzero/mods/112
In the instructions I state to prepare your music files. My tool only does the importing of songs into the format the game expects. If you don't know how to adjust volume of an audio track I would suggest looking up how to do so. These are my general guidelines for setting up the volume (I use Audacity):
Step 1: Prepare Your Music Files
Ensure your music files are in .wav .ogg or .mp3 format. (Audacity is a great tool for this.)
Do you mean how many files can you put in? Shouldn't be a limit, but realistically you can only replace each song once, so however many BGMs/Sparking tracks there are in total would in theory be the limit.
I also found a note about how to modify the song titles: "Yes, just open pakchunk-Windows.pak (English text; look for other pakchunk files for other languages) in fModel. Double-click and navigate to SparkingZERO/Content/Localization/Data/en. Open the en folder. Inside Data.locres, go down to line 38 of the code. These are the names of the songs. If it's a mod, the process should be the same, except that instead of opening pakchunk3.pak, open the mod and modify it as you like. Then export it, and that's it." Source: https://gamebanana.com/questions/73144
I’m sharing this in case it helps with your research. Thank you so much again for your work!
Interesting this doesn't seem too difficult to implement! I'll just need to do the process manually a few times to understand how it works programatically. Thanks for the info!
@TheWinterSoldier209 - Glad you're enjoying it! That was sort of my main thought when I made this, no one can make a mod that's gonna cater to everyone's musical tastes. Also in case you weren't aware you can move the .HCA files from anyones mod in or out of a mod folder if you wanted to mix and match stuff. I learnt a lot about the process trying to automate this haha.
@MasterHoshi2 - To be fair the process is extremely tedious even if you're experienced with computers lmao. I'm hoping the tool will get us more audio packs going forward!
Could this be used to replace voice lines? I was going to use ElevenLabs to turn some voices (like Frieza or Kid Gohan/Goku) into their 90s dub versions.
It could be used to replace voice lines I'd basically just need to know what the .hca files are for each voice line. If someone has a sheet somewhere of the info I could integrate it very quickly. Otherwise I'd need to go through each voice line and figure it out and document it which would be very time consuming.
46 comments
things I did:
1- Create my mod using Reloeaded II "Managed mods->New", name "MusicTest" mod dependence -> Ryo Framework and select app for mod work "SparkingZERO-Win64-Shipping.exe"
2- Open "Sparking Zero Audio Importer", Title of you Ryo mod here "MusicTest", I drag my WAV song. and click on "Create Ryo Mod Folder" the app says "The Reloaded-II Mods folder could not be found. Please select the folder". I click accept button.
3-Enter in "Realoded II->Mods->MusicTest" select folder. Error: "The selected folder does not appear to be the Reloaded-II Mods folder. Please select the correct folder."
What am I doing wrong?
What criteria does the application use to determine if it is the correct folder?
I have installed Realoded II through a zip and not through an installer.
It looks for Reloaded-II on your: Desktop, Dockuments, ProgramFiles, ProgramFilesx86, ApplicationData and LocalApplicationData locations. My best guess would be if you did it through a zip folder and it wasn't one of those locations that's probably the hang up on it not working. I used the installer and mine auto installed to the desktop which I assumed was the default behaviour of installing Reloaded-II, I only really included the other folders if for some reason it didn't go to the Desktop, the other folders were the likely candidates for how most other softwares get installed. In theory if you move wherever Reloaded-II is to one of those loction you should be good to go. In hindsight I should've had it open up a dialog for the user to specify the location, but this app was kind of a learning experience for me as a programmer as well haha.
Have you set up Sparking Zero in Reloaded-II at all? I didn't see that mentioned in the things you did. That shouldn't matter for it finding the Mods folder however. This guide here is more or less what I based the automation on:
https://docs.google.com/document/d/1vpbans9a7kV07LiSKn4xjYswoKTunsRFZQbIW2hQRvE/edit?tab=t.0
Hope this helps/resolves the issue, if it doesn't I can help troubleshoot further!
I'm not too sure if someone has found a more big brain way of solving this or not, but that worked for me for the most part. If they have I can probably integrate it into the tool.
I used Audacity when editing the audio tracks and set 30–35 LUFS for BGM and 15–20 LUFS for Sparking. It's still not perfect but my audio pack here should give you a general idea of what I mean. https://www.nexusmods.com/dragonballsparkingzero/mods/488
Another solution is to use the mod that eliminates the sparking music entirely (This is usually my preferred course of action. You can find that mod here. https://www.nexusmods.com/dragonballsparkingzero/mods/112
Step 1: Prepare Your Music Files
(Audacity is a great tool for this.)
I’ve read that someone has requested a way to also modify the titles of the songs. Regarding that, I found a tutorial on how to edit the game texts:
https://docs.google.com/document/d/1fxnU2waHBu2RmlDT0mOB1z2bSISRn9x5LY42aRcW2iI/edit?tab=t.0
I also found a note about how to modify the song titles:
"Yes, just open pakchunk-Windows.pak (English text; look for other pakchunk files for other languages) in fModel. Double-click and navigate to SparkingZERO/Content/Localization/Data/en. Open the en folder. Inside Data.locres, go down to line 38 of the code. These are the names of the songs.
If it's a mod, the process should be the same, except that instead of opening pakchunk3.pak, open the mod and modify it as you like. Then export it, and that's it."
Source: https://gamebanana.com/questions/73144
I’m sharing this in case it helps with your research. Thank you so much again for your work!
@MasterHoshi2 - To be fair the process is extremely tedious even if you're experienced with computers lmao. I'm hoping the tool will get us more audio packs going forward!
hca keys: https://docs.google.com/spreadsheets/d/1L3ep5aI9dqtRhzN9sv0NW5N2c4clOKOY-itrzL9rx_I/edit?gid=0#gid=0