Sekiro: Shadows Die Twice
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  1. Dziggy
    Dziggy
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    For anyone looking to add the features included in this mod to another sound mod, here are the sound IDs used for each feature:

    Remove Deathblow (partial): 851
    Remove Deathblow (all) and Guard Breaks: 210, 410, 411, 417, 418, 420, 851, 1083
    Remove Enemy Alerted: 455
    Remove Attack Warning: 1270

    The DIY pack in the file downloads section will explain what to do with these IDs if you don't know.
  2. stormraven4
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    hi, is there any way you can upload a version that removes deathblow/guard breaks but not the ninjutsu technique sound? So your version 'B' but with the ninjutsu bell sounding noise still there. I love this mod for removing the deathblow /posture break sounds but i miss the ninjutsu one.

    I tried looking at your DIY guide to do it myself but i got kinda anxious, i'm not familiar with this stuff. So if you have a moment i would really appreciate it thanks! Endorsed (:
  3. Axlust
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    Thanks! Hated that extra loud sound effect on DB's.
  4. asdasdasd12345654
    asdasdasd12345654
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    when i add the mod to the menu it freezes on the loading screen forever V1.06
  5. scummbagaj
    scummbagaj
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    Do you know the sound file for mikiri counter?
    1. DetSpunkMurphy
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      There's several sounds that play when performing Mikiri Counter

      ID 395 mikiri counter
      ID 401 mikiri counter
      ID 402 mikiri counter
      ID 409 mikiri counter
      ID 416 mikiri counter
      ID 842 Used for enemy deflect, hitting enemies with critical hit shuriken, mikiri counter
      ID 1047 hitting enemies with critical hit shuriken, mikiri counter
  6. Gartneriet
    Gartneriet
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    Is it possible to remove the constant background noise?
    And also the *swoosh* sound when swing en the sword so you can only hear the clash?
  7. Azrulean
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    I may have missed it in the sound ID list, but is there an identifiable sound for when Wolf revives? I've been wanting to replace it with another sound; any help would be greatly appreciated!

    Edit: I saw the post further below about how the resurrect sound is actually 2 ID's, would that mean that I would have to replace both with the same sound?
    1. DetectiveSpunkMurphy
      DetectiveSpunkMurphy
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      For a resurrection, two sounds play at once (1095 + 1323).

      Don't replace them both with your new sound, it will play the sound twice and it will sound bad.
      I would mute one of those sounds and replace the other with the sound you want.

      You have two options

      Mute Sound ID 1095, Replace Sound ID 1323.
      OR
      Mute Sound ID 1323, Replace Sound ID 1095.

      Maybe one variation will sound better than the other (no audio cutting off, etc.)
      It might not even matter, but still test it out anyway.
      USE .WAV AUDIO FILE

      I hope this helps, and if you need any more assistance just ask.
    2. Azrulean
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      I see, that makes sense. I'll try it out and see if it works. Thanks for your help!
  8. Yorugami
    Yorugami
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    I'm using the "Remove Deathblow (all) and Guard Breaks" version, but I have noticed that I can still hear the sound when killing enemies from behind (it's not as loud like without the mod, but I can still slightly hear it).
    Would it be possible to make it completely silent like the other deathblows?
    (I've tested it against Ashina Samurais, if it can be helpful to understand the problem.)
    1. Dziggy
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      I think there is still a very subtle thud sound when the blade goes into the enemy and maybe another when it's being pulled back out. I spent some time trying to find that sound before I released this mod but I wasn't able to. I'll keep looking for it.
    2. DetectiveSpunkMurphy
      DetectiveSpunkMurphy
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      You have a good ear, the sounds you were looking for are 233 and 849.
      233 is a subtle thud played for backstabs/flying deathblows.It is also used on guard breaks for some enemies (One example is the dogs in Ashina Outskirts)

      849 is played during backstabs and guard-break deathblows. It's meant to be the sound of feet shuffling as Wolf grabs the enemy.
  9. DetectiveSpunkMurphy
    DetectiveSpunkMurphy
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    I found 2 more Guard Break sounds: 232,233.

    I found 4 more Deathblow sounds: 211, 233, 416, 849.

    Mikiri Counter sounds: 395,401,402,409,416, 842,1047

    More Information
    Spoiler:  
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    232 plays when you deflect a sword wielding enemy to break posture
    233 plays when you deflect an animal/monster attack to break posture.

    211 is played when doing a deathblow on a staggered enemy, or doing a deathblow on a non human enemy.
    233 is played when performing a flying/backstab deathblow.
    416 is played when doing a deathblow on a non human enemy.
    849 is the "thud thud" sound just before you backstab someone, it's meant to be the sound of feet shuffling as Wolf grabs the enemy.

    Even if you have muted 410,411,232,233. There will still be a sound when you break an enemy's guard. Most enemies have a sound for when they've lost all their posture. These sounds are located in each enemy's sound pack. eg. c1150.fsb is Wolves.
    Muting all those would be a waste of time though.

    Guard Break Sound IDs
    Spoiler:  
    Show
    232,233,410,411

    Deathblow Sound IDs
    Spoiler:  
    Show
    210,211,233,410,416, 420,849,851           417,418,1083(Shinobi Executions, Ninjutsu Backstab)

    Mikiri Counter Sound IDs
    Spoiler:  
    Show
    395,401,402,409,416, 842,1047

    Personally, I have 210, 211, 232, 233, 409, 410, 416, 420, 842, 849, 851 muted.
  10. CrysWhyle
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    Hi there. First of all thank you for the little tutorial about sounds replacements, it took me some time to find one. But now I have one question: do you know what are the IDs for the deflects sounds? I found a Youtube video about it but that's all, unfortunately. And obviously there was no indications about them.
    1. MrBlackjack
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      I found a few, don't think it's all of them though:
      279, 280, 281, 670, 671, 672, 680, 681
    2. DetectiveSpunkMurphy
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      There are 6 Sound IDs used for a deflect, but 3 of them are shared between the player and enemies.
      Sound IDs 249, 280, 281, 282, 681, 682.

      More Information
      Spoiler:  
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      Sound IDs 280, 281, 282
      The first triplet is generic metal on metal sword sounds(They are the sounds for player deflects AND enemy blocks/deflects).
      I wouldn't bother muting these at all.

      Sound ID 249
      This is a subtle thud that plays after all player/enemy deflects.
      You can mute this if you don't like the sound.

      Sound IDs 681,682
      The final 2 sounds are added onto 280,281,282.249 for the PLAYER ONLY.
      You can mute these if you want a cleaner deflect sound. Or replace them with the parry sound from Dark Souls or something.

      Example:
      You attack an enemy who is blocking, the game will play Sound (280 OR 281 OR 282) + Sound (249)

      Example:
      You deflect an enemy attack, the game will play Sounds (280 OR 281 OR 282) + (681 OR 682) + Sound(249)
  11. tapetty
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    Kinda of off topic but along the lines of the DIY pack, do you know the item ID for a perfect deflect?
    1. DetectiveSpunkMurphy
      DetectiveSpunkMurphy
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      There are 6 Sound IDs used for a deflect, but 3 of them are shared between the player and enemies.
      Sound IDs 249, 280, 281, 282, 681, 682.

      More Information
      Spoiler:  
      Show
      Sound IDs 280, 281, 282
      The first triplet is generic metal on metal sword sounds(They are the sounds for player deflects AND enemy blocks/deflects).
      I wouldn't bother muting these at all.

      Sound ID 249
      This is a subtle thud that plays after all player/enemy deflects.
      You can mute this if you don't like the sound.

      Sound IDs 681,682
      The final 2 sounds are added onto 280,281,282.249 for the PLAYER ONLY.
      You can mute these if you want a cleaner deflect sound. Or replace them with the parry sound from Dark Souls or something.

      Example:
      You attack an enemy who is blocking, the game will play Sound (280 OR 281 OR 282) + Sound (249)

      Example:
      You deflect an enemy attack, the game will play Sounds (280 OR 281 OR 282) + (681 OR 682) + Sound(249)

      Sound wise, I don't think the game cares about how "perfect" the player's deflect is, It seems like a random combination out of the possible 6 is chosen.