npc_human_powerarmor_exit_combat_01.xwm - fromBethesda : (1) One track. Blended stereo Combine the two track into one stereo track
(2) 5.666 seconds Add silence at the end of your sounds in order to make the duration match. ...Probably stay way from using a Stretch function to match the duration, unless the difference is minimal, due to there might be a mismatch with the visuals that some may notice.
Ok I followed you're instructions and made all my files with the correct specifications, but my output files are all MP3 so i use a converter to turn them into .xwm but the converter messes up everything by adding extra time, making it a two channel file and turning the sample rate to 44kHz. So I tried a few other converters i found both on this website and some from the internet but non of those preserved the file's specifications. What tools do you suggest i use?
npc_human_powerarmor_exit_combat_01.xwm - fromBethesda : (1) One track. Blended stereo Combine the two track into one stereo track
(2) 5.666 seconds Add silence at the end of your sounds in order to make the duration match. ...Probably stay way from using a Stretch function to match the duration, unless the difference is minimal, due to there might be a mismatch with the visuals that some may notice.
(3) 44.1 KHz Resample your sounds to 44.1
Shauyaun wrote: Ok I followed you're instructions and made all my files with the correct specifications, but my output files are all MP3 so i use a converter to turn them into .xwm but the converter messes up everything by adding extra time, making it a two channel file and turning the sample rate to 44kHz. So I tried a few other converters i found both on this website and some from the internet but non of those preserved the file's specifications. What tools do you suggest i use?
Oops... I thought I had mentioned Audacity ?
I simply load the XWM file into it. By the way, an XWM is mostly just a Microsoft xWMA ( www.file-extensions.org ). Wow, that web site has 1319 file extension database entries just for "audio and sound file types"!
If you can't "just load it" into Audacity, it's probably that I added plug-ins, and keep updating them, soon after I installed the tool.Just go to the Audacity page and search the plug-ins.Maybe type "load xwm with audacity" "use audacity to load XWM".
You might just be able to: ( 1 ) Rename the .xwm to .xwma or even .wma ( 2 ) Load it into the sound tool you are most comfortable with. ( 3 ) Make the changes I listed before. ( 4 ) Rename it to .xwm then save it.
If that does not work : ( a ) Save your edit as a .xwma / .wma in your audio tool, ( b ) Load it into Audacity, and do "Export Audio..." ( c ) Try saving it as, via drop down menu at the bottom [ WMA (version 2) ... ] but manually retype the extension as .xwm before saving.
Yesterday I played with a person who's account was named OptimusBanana. I was almost tempted to right away adjust your files for his sake and for others likeszmzekeetc.
Spoiler:
Show
Turns out OptimusBanana had not named his account so much after "Optimus Prime" but simply the Latin word.He's used it since long before F76. "Ops" like Daily Ops, and "Opus" are also derivatives of the same root.
Thank you, i got Audacity and will see how this will turn out. I hope my mod will finally be compatible for all! Also i just spent an unhealthy amount of time on www.file-extensions.org, so thanks for that too :D
It should work (I didn't try it just yet,I'll be back):
EDIT:I'm back. Not working for me either - I get silence (yes, sound is fine for when you place the PA down and when you collect it, of course). I'm gonna try it in sResourceArchive2List= instead of in sResourceIndexFileList= to be sure.-Nope ...Oh ya, I use the "Power Armor Fast Exit and Enter". I wonder if it's not compatible, though I don't think the author of PA Fast Exit & Enter included sped-up audio. I'll first disable it to test..-Nope
I've never done an audio mod except to change already existing sound "as-is" into silence, butI wonder if this has something the do with the issue we two are experiencing?
npc_human_powerarmor_exit_combat_01.xwm - this mod : (1)Two tracks. Separated tracks of the stereo sound.(1.1 also does notmatch the Bethesda combined form) (2)5.760 seconds(1.1 at 5.803 also does notmatch the Bethesda installed 5.666) (3)48KHz(1.1 also does notmatch the Bethesda installed 44.1KHz) ______________________________________________________________________
npc_human_powerarmor_enter_01.xwm - Bethesda : (1)Two tracks. separated mono of stereo sound(mod 1.1 also does notmatch the Bethesda installed original) (2)8.452 seconds(the info I got directly from audio mod makers over a long period of time is to: keep the replacer file's duration, KHz, file specifications, identical to the Bethesda original) (3)44.1KHz (Bethesda's Creation Engine & younger sibling games do not contain sound files above 44.1 KHz)
npc_human_powerarmor_enter_01.xwm - this mod : (1)Two tracks. separated mono of stereo sound(mod 1.1 also does notmatch the Bethesda installed original) (2)8.576 seconds(mod 1.1 also 8.576 does notmatch the Bethesda installed 8.452) (3)48KHz(mod 1.1 also does notmatch the Bethesda's 44.1KHz)
As mentioned above this section, I personally do not know from if not following what I learned really matters, but following it worked for me in the single audio mod I made for myself for F76 many months ago.
I did not check the others two eXtended Windows Media files. (used by Bethesda and other game &other software producing companies)
(1)How many characters are in the line you added the exactly typed name of the Ba2 file? The line needs to be no more than 1024 characters long Including the characters: sResourceIndexFileList= (23chars) or sResourceArchive2List= (22chars) Text editors like Notepad++ show on the bottom "status bar" how many characters are on the line your cursor is on, or the characters you have selected.
(2)I renamed the Ba2 to: zPAtrnsf.ba2 (now Irenamed it to zPATf.ba2)
...I had to shorten the default 31 character names:Transforming PA sound (1.0).ba2 My renames of audio Ba2 files start with a small z; It stands for "zound" , and groups 'em all at the end of the folder list. Soon I will be using a Mod Manager.I resisted until now since even though my dozens of Ba2 rename are efficient, I am fast approaching the char limit and I really want a better way to modify my mod load orders.
Wow how thorough! TBH this is the first mod I've shared with anyone other than friends so I was expecting issues. I'll mess around with the sound format to see if I can solve the issue but i have no way of making sure it's fixed since the mod works fine for me. If you find a fix for it let me know and also can i ask what program you used to inspect the audio files? since i used an app to first convert the .xwm files into mp3 and then work on them in adobe audition, save them as mp3 and convert them to .xwm with the aforementioned app.
BTW, I play the Bethesda bought version of the game. I run the game by directly running the executable. I do first run the Bethesda Launcher to see if there's an update plus to check for announcements current or future.
I luv your Ba2 rename.I changed mine to zPATf.ba2 -That way all my zound mods related to PA are grouped together at the end of my Data folder.
I'll be back with a cheerfulyay or nay.
l'm back-It's a nayfor me so far.I'lllook into some more details 'n'ideas: Especially, I'll try with no other mods. Nope - Silence.(sound is of course still fine for placing or collecting it-which reminds me, I think I will make a mod to make that quieter)
Do you use the following mod?I've been using it very happily for Fallout4 andFallout76 since the mods came out. Click imageto go to the page.
It's amazing the added ability to hear how much the position of the enemy voice or sound of an explosion or gunfire is higher or lower than you. This includes behind your back of course. Of course, since the audio is at a lower decibel level and more muffled the further away it is, your mind can also imagine the distance of the cause of the sounds. It's especially helpful when you in locations with very many catwalks and multiple levels. It does give an expanded depth of realism to the game and a reason to wear good quality headphones whenever it's not an in-convenience, if you don't currently.
(btw,disabling it by removing it's x3daudio1_x.dll file made no difference for your mod)
Yup you're right my .xwm files in v1.1 are still all wrong. But I was sure I got everything right so I double checked, The MP3 file I got from Audition was mono in 44.1kHz and at the right length, however the .xwm still came out wrong so I'm guessing the audio converter is to blame. I still am not sure how to directly work with .xwm files and would much appreciate it if you would suggest a program for it. Regarding the mod you mentioned, No i don't use it (i didn't know that it even existed). When i play i just use the monitors built-in speakers so i doubt i'd even notice.
I luv your Ba2 rename.
Glad to see that v1.1 at least got something right! lol
ok so i think i might know what might be causing the problem. seeing as how you have PLM and ChatMod i assume you also have SFE. I'm not saying it's SFE to blame here but rather that i play on the GamePass version and you are not so I'm guessing thats where the issue stems from. Maybe theres something different in the directory address between the game versions, if you feel like doing some minor digging into your game files send me a message on the Nexus forums and i'll walk you through it.
So I made two new .ba2 files, one with the audio specifications BorderXer provided and one for use along side the Power Armor Fast Exit and Enter (F76) mod.
16 comments
I'm looking forward to giving your mod a :
[
npc_human_powerarmor_exit_combat_01.xwm - from Bethesda :
( 1 ) One track. Blended stereo
Combine the two track into one stereo track
( 2 ) 5.666 seconds
Add silence at the end of your sounds in order to make the duration match.
...Probably stay way from using a Stretch function to match the duration,
unless the difference is minimal, due to there might be a mismatch with the
visuals that some may notice.
( 3 ) 44.1 KHz
Resample your sounds to 44.1
So I tried a few other converters i found both on this website and some from the internet but non of those preserved the file's specifications.
What tools do you suggest i use?
I simply load the XWM file into it.
By the way, an XWM is mostly just a Microsoft xWMA ( www.file-extensions.org ).
Wow, that web site has 1319 file extension database entries
just for "audio and sound file types" !
If you can't "just load it" into Audacity, it's probably that I added plug-ins, and keep
updating them, soon after I installed the tool. Just go to the Audacity page and
search the plug-ins. Maybe type "load xwm with audacity" "use audacity to load XWM".
You might just be able to:
( 1 ) Rename the .xwm to .xwma or even .wma
( 2 ) Load it into the sound tool you are most comfortable with.
( 3 ) Make the changes I listed before.
( 4 ) Rename it to .xwm then save it.
If that does not work :
( a ) Save your edit as a .xwma / .wma in your audio tool,
( b ) Load it into Audacity, and do "Export Audio..."
( c ) Try saving it as, via drop down menu at the bottom
[ WMA (version 2) ... ] but manually retype the extension as
.xwm before saving.
Yesterday I played with a person who's account was named OptimusBanana.
I was almost tempted to right away adjust your files for his sake and for others
like szmzeke etc.
after "Optimus Prime" but simply the Latin word. He's used it since long before F76.
"Ops" like Daily Ops, and "Opus" are also derivatives of the same root.
I hope my mod will finally be compatible for all!
Also i just spent an unhealthy amount of time on www.file-extensions.org, so thanks for that too :D
It should work ( I didn't try it just yet, I'll be back ) :
EDIT : I'm back. Not working for me either - I get silence (yes, sound is fine for when you place the PA down
and when you collect it, of course).
I'm gonna try it in sResourceArchive2List= instead
of in sResourceIndexFileList= to be sure. - Nope
...Oh ya, I use the "Power Armor Fast Exit and Enter".
I wonder if it's not compatible, though I don't think the author of PA Fast Exit & Enter
included sped-up audio.
I'll first disable it to test.. - Nope
I've never done an audio mod except to change already existing sound "as-is" into silence,
but I wonder if this has something the do with the issue we two are experiencing ?
npc_human_powerarmor_exit_combat_01.xwm - Bethesda :
( 1 ) one track. blended stereo
( 2 ) 5.666 seconds
( 3 ) 44.1 KHz
npc_human_powerarmor_exit_combat_01.xwm - this mod :
( 1 ) Two tracks. Separated tracks of the stereo sound. ( 1.1 also does not match the Bethesda combined form )
( 2 ) 5.760 seconds ( 1.1 at 5.803 also does not match the Bethesda installed 5.666 )
( 3 ) 48 KHz ( 1.1 also does not match the Bethesda installed 44.1 KHz )
______________________________________________________________________
npc_human_powerarmor_enter_01.xwm - Bethesda :
( 1 ) Two tracks. separated mono of stereo sound ( mod 1.1 also does not match the Bethesda installed original )
( 2 ) 8.452 seconds ( the info I got directly from audio mod makers over a long period of time is to :
keep the replacer file's duration, KHz, file specifications, identical to the Bethesda original )
( 3 ) 44.1 KHz ( Bethesda's Creation Engine & younger sibling games do not contain sound files above 44.1 KHz )
npc_human_powerarmor_enter_01.xwm - this mod :
( 1 ) Two tracks. separated mono of stereo sound ( mod 1.1 also does not match the Bethesda installed original )
( 2 ) 8.576 seconds ( mod 1.1 also 8.576 does not match the Bethesda installed 8.452 )
( 3 ) 48 KHz ( mod 1.1 also does not match the Bethesda's 44.1 KHz )
As mentioned above this section, I personally do not know from if not
following what I learned really matters, but following it worked for me
in the single audio mod I made for myself for F76 many months ago.
I did not check the others two eXtended Windows Media files.
( used by Bethesda and other game & other software producing companies )
( 1 ) How many characters are in the line you added the exactly typed name of the Ba2 file ?
The line needs to be no more than 1024 characters long
Including the characters :
sResourceIndexFileList= ( 23 chars )
or
sResourceArchive2List= ( 22 chars )
Text editors like Notepad++ show on the bottom "status bar" how many characters are
on the line your cursor is on, or the characters you have selected.
( 2 ) I renamed the Ba2 to :
zPAtrnsf.ba2 ( now I renamed it to zPATf.ba2 )
...I had to shorten the default 31 character names : Transforming PA sound (1.0).ba2My renames of audio Ba2 files start with a small z ; It stands for "zound"
at the end of the folder list.
Soon I will be using a Mod Manager. I resisted until now since even though my dozens
of Ba2 rename are efficient, I am fast approaching the char limit and I really want a better
way to modify my mod load orders.
TBH this is the first mod I've shared with anyone other than friends so I was expecting issues. I'll mess around with the sound format to see if I can solve the issue but i have no way of making sure it's fixed since the mod works fine for me. If you find a fix for it let me know and also can i ask what program you used to inspect the audio files? since i used an app to first convert the .xwm files into mp3 and then work on them in adobe audition, save them as mp3 and convert them to .xwm with the aforementioned app.
BTW, I play the Bethesda bought version of the game.
I run the game by directly running the executable.
I do first run the Bethesda Launcher to see if there's an
update plus to check for announcements current or future.
I luv your Ba2 rename.
zound
I'll be back with a cheerful yay or nay.
l'm back - It's a nay
Especially, I'll try with no other mods.
Nope - Silence. ( sound is of course still fine for placing or collecting it - which
reminds me, I think I will make a mod to make that quieter )
Do you use the following mod ? I've been using it very happily for
Fallout 4 and Fallout 76 since the mods came out.
Click image to go to the page.
sound of an explosion or gunfire is higher or lower than you. This includes behind your
back of course. Of course, since the audio is at a lower decibel level and
more muffled the further away it is, your mind can also imagine the distance of the
cause of the sounds. It's especially helpful when you in locations with very many
catwalks and multiple levels. It does give an expanded depth of realism to the game
and a reason to wear good quality headphones whenever it's not an in-convenience,
if you don't currently.
I still am not sure how to directly work with .xwm files and would much appreciate it if you would suggest a program for it.
Regarding the mod you mentioned, No i don't use it (i didn't know that it even existed). When i play i just use the monitors built-in speakers so i doubt i'd even notice.
Thats my go to tool for adding mods to 76 and it works fine for most mods
Im using PerkLoadoutManager, BetterInventory, ImprovedHealthBars, ChatMod.
seeing as how you have PLM and ChatMod i assume you also have SFE. I'm not saying it's SFE to blame here but rather that i play on the GamePass version and you are not so I'm guessing thats where the issue stems from. Maybe theres something different in the directory address between the game versions, if you feel like doing some minor digging into your game files send me a message on the Nexus forums and i'll walk you through it.