THIS IS THE FINAL VERSION OF THE MOD : New Music Project is not a Work In Progress anymore, Meaning there won't be anymore updates or modifications done to the 2.0 Versions because i feel like i finally did what i aimed for BUT that doesn't mean i'm done modding the game's music nor does it mean i'm done working on this mod, i'm still active and as long as i am active, i will always look out for feedback regarding suggestions/bugs/etc.
I will definitely release different mods regarding musics, like an anime version of the Combat Music, for example, or the Netflix Show's Music Replacements for the Game, and so on... This means that i'm taking suggestions, whatever it is, and if i find it interesting, i will definitely work on it, and release it in a different Mod.
Thanks for keeping an interest for my mod, it really means a lot for me and makes my efforts worth it :D
UPDATE 2.0 : - HUUUUGE Update, basically i've redone all my mod from scratch, and solved all the issues you can possibly experience - I set the music volume scale to 60-70 in-game, do that and you'll have a perfect balance between the dialogues and the music volumes trust me - Added a NON-REPLACER Versions, per requests - Toad Combat Music (See the edit below) - Added my Gwent Music Replacement mod ( https://www.nexusmods.com/witcher3/mods/5421 ) but with remastered sound and better and updated version - Taverns Music was also redone, but the only unsolvable issue with this sh@t is that the bards in the wedding quest music won't play music properly, these m@!?#%f@$&!?. If someone wanna fix the issue he's welcome to send it to me so i could upload it, with Credits of course. - See how i managed to put the videos in the Mod's page ? ;) Big Brain Time
NEW Version is OUT :D - Added a Combat Music Replacements (yayy) i hope you guys enjoy it ! I didn't want to replace Silver for Monster, Lazare, Steel for Humans and that "LELELELELELELE" song, as i really love those tracks, - Updated the All in One file, now it includes the Combat Music Replacements and the Alternative Version for the Taverns Music Replacement as well as the first version - The Replacer Version also includes the extended soundtrack for Toussaint (it's really beautiful), as i actually modified it for myself, so enjoy it :') - See how i managed to change font color in my description ? ;) Fat Brain Time
Damn even I wasn't aware of such compatibility between my mod and other mods :') i'll sticky post that for other people wondering about compatibility lol
Alright, first of all, you got 2 main sources of information besides me, so first go to this page and you can follow the instructions under "usage" to have the files you need (there's a link for QuickBMS, download it) AND there's a 3 part video tutorial, here's the first part (IMPORTANT THO, HE FORGET TO DO ONE STEP AT THE END, THE "REBUILD" PART, I'LL EXPLAIN IT MYSELF DW : So, do what he does UP UNTIL right after he used the "compare_wem.bat" and before he uses the "create_sounds_cache.bat")
You can also skip his part 2 video if you want since he doesn't do things the same as i did (and he actually messed up a little) but it can help since you want to modify my mod and he does something that i'll mention at the end Robx99 helped me understand everything so if an idiot like me can do it, you can too :D (download the two files, the main one and the misc, along with quickBMS)
if you followed his "usage" mini tutorial you should be able to have your soundbanksinfo.xml file along with a s*** tons of other files related to sounds and musics (you should also be able to do everything i'm about to explain but i'll try to be more simple and specific)
1 - you want to replace ard skellige's day music, so you're gonna open your soundbanksinfo.xml file with a text editor (i recommend Notepad++) and look for its ID, i would love to tell you what's ard skellige's ID, but i forgot since it's been a long while :/ but yeah just do ctrl+f and type "ard" or something like that and look carefully for the file's name since it could be day or night or even something else like a quest or combat music, so be attentive
2 - once you found the ID you're looking for, note it down, and make a CLEAN WAV FILE of the music you want to use (i use audacity, free and simple of use) make sure to fix the volume so it wouldn't be too high or low compared to the other musics
3 - you made a clean wav file with audacity, now put it in a folder in the same directory where you have all the other tools you downloaded from the link i gave you at the beginning (you create a folder named "ardskelligemusic" (no spaces) and put your clean wav file in it)
4 - the tools you downloaded earlier will help you now, you downloaded many python files (.py), but you wanna create batch files (.bat), so in the same folder as the python files you downloaded (it should be name something like "batches and scripts" i think), create a text file, name it "prepare_wave.bat", in that bat file, you use notepad++ to put a command : prepare_wave.py my_new_song.wav 0 (replace the "my_new_song.wav" by your song's file's name and don't forget the .wav extension at the end) - Run the Batch file after that
5 - go back to your song's folder, if you did things right, you should have a CUED wave file along with your original wave file, you can delete the original and rename your cued file by deleting the "CUED" extension IMPORTANT : i think the ard skellig music has multiple IDs related to the Day (you'll understand if you watched the 3 part videos this guy did), so if you have multiple IDs related to it, make sure you've noted them down for later !
6 - now, you need Wwise software to transform your new wav file into a ".wem" file (the extension Witcher 3 uses for musics) Download it here
7 - once you downloaded and opened wwise (you can put it in the same directory path as all your other tools for simplicity), create a new project, and BEFORE you open your wav file into the software, change project settings/sources to Vorbis High (IMPORTANT or you'll hear screeching sounds that makes your ears bleed!) and NOW import your wav file, and convert it into a wem file
8 - after you've done that, you should have the new wem file in your wwise directory (wwise project/.cache/), copy that wem file, or all your wem files if you decide you want to modify multiple songs, and paste it in the same folder where you put your wav file initially, now you have a wav file and the wem file of that same wav file.
9 - you need the original wems to proceed, if you watched the 3 parts video tutorial, you should know how to do it and should've done it already, if not : basically you run the quickbms command, it opens a explorer window, click on the witcher3.bms file you downloaded from robx99's page, and it will open another explorer window, you'll then go to your Witcher 3 game directory, in content, you'll extract EVERY "soundspc.cache" in it, from every contents (1-12), one by one, some of them don't have a soundspc.cache file so don't worry, and after everytime, it will open another explorer page, you'll go back to where you put your tool's directory, and put the extracted soundspc.caches' files (some of them are wems, other are bnks), in a folder that you created, example : i put my music's wave files in a "musics" folder, then i put the wem and bnk files i extract using bms in a folder named "WEMS" and "BNKS" (i separate them you'll see why) now you should have all the original wem files and bnk files in a folder, you can separate them like me or leave it like that
10 - Now what he does in the video tutorial in part 2 at this point, he lines up his music to match the original music's length, i didn't do that and you don't need to as well cuz we're gonna know how to use the rebuild_bnk.bat file after the compare_wem.bat file,
11 - you have the ID of the music you want to replace noted down, so find all the IDs you need in the original wems folder, and rename the wem files you created via Wwise into the same IDs as the originals' (for example : one of gwent music = 552019, so i rename my music's wem file "552019.wem", if Ard Skellig has 3 layers (3 IDs) for its day music, duplicate your wem file 2 more times, and rename them all with the same IDs
12 - the compare_wem.py is important here, create another .bat file just like you did with prepare_wave.bat, and you're gonna put a command in it using notepad++ : compare_wem.py "directory"/ArdSkelligMusicDay'sID.wem "directory"/my_new_song.wem (so first you put the directory and the ID of the replaced music, then directory and your music's wem file's name), Example : compare_wem.py C:\Games\Tools\Originals\wem\123456789.wem C:\Games\Tools\Musics\123456789.wem, you wanna do that for every ID,
13 - Run your compare_wem.bat after you've entered your commands, Respond "YES" (Y) everytime the command prompt asks you if you wanna merge the headers AND NOW STOP WATCHING THE VIDEO TUTORIAL, just follow my lead from now on and be attentive
14 - you should have new files or a new file (MERGED), that's good. Create 2 folders INSIDE the "batches and scripts" folder, one named "wems", another named "bnks". inside the "wems" put you newly merged wem files and delete the "merged" extension so it's just the "ID.wem" again, inside the bnks, you put 5 bnk files, there are hundreds of bnk files you extract but you just need : music_kaer_morhen.bnk, music_misty_island.bnk, music_nomansgrad.bnk, music_prologue.bnk, music_skellige.bnk, music_wyzima_castle.bnk
15 - Now you create another bat file just like you did the other 2 : rebuild_soundbank.bat, now open that batch file with notepad++, and copy THIS :
for %%f in (wems\*.wem) do ( for %%a in (bnks\*.bnk) do ( rebuild_soundbank.py --music "%%a" "%%f" > nul 2>> bnklog.txtmove /y "%%a.rebuilt" "%%a" ) )
16 - save it and run it, this code basically makes you gain time, by rebuilding every wem file that you have in the "wems" folder you created, into every soundbanks you have in "bnks" folder you created as well (make sure you have them in the same place as your batch files once again), basically it allows your music to play as its own length, without that, your music would either cut and loop if it's longer than the original, or just be followed by plain silence if shorter.
17 - you now have a rebuilt soundbank, with your music saved in it, delete the "rebuilt" extension from every soundbank, (must be only "music_skellige.bnk" if you replaced only that, and now, create a folder named "merged", and put all your created wem files, along with the bnks you rebuilt, so you should normally have your wem files + your rebuilt music_skellige.bnk inside a "merged" folder.
now you need to create a soundspc.cache so the game could read it
18 - create the last batch file, create_sounds_cache.bat, and open it with notepad++, your command must be something like "create_sounds_cache.py C:\Games\Tools\batches\merged"
19 - Run the create_sounds_cache.bat file, it should give you a new soundspc.cache file, all you have to do now is to create a folder named something like "modArdSkelligeMusic", in it, create a folder named "content", and put your soundspc.cache inside that content folder
YOU'RE DONE ! YOU MODIFIED ONE MUSIC YAY
Now if you wanna modify MY mod's music, instead of extracting soundspc.cache from the game at step 9-, just extract my soundspc.cache, it has its own bnks, and wems, and basically do every step accordingly (put MY wems inside your merged folder, replace them with YOUR files, then create a soundspc.cache with "create_sounds_cache.bat
Now you know how to mod the game's music, and you can also modify my mod to your liking, i'm giving everyone permission to use my files however they want :D just give credits in case you publish it or something :')
for %%f in (wems\*.wem) do ( for %%a in (bnks\*.bnk) do ( rebuild_soundbank.py --music "%%a" "%%f" > nul 2>> bnklog.txtmove /y "%%a.rebuilt" "%%a" ) )
Nothing happened. I made sure that both "wems" and "bnks" are inside "batches and scripts". The bnks remain the same :(
Edit: Apparently, the code has to be in this order instead to work
for %%f in (wems\*.wem) do ( for %%a in (bnks\*.bnk) do ( rebuild_soundbank.py --music "%%a" "%%f" > nul 2>> bnklog.txt move /y "%%a.rebuilt" "%%a" ) )
Awesome mod! I've tried a few different music mods but the combat theme always seems to be the same. Not hearing that SAME melody from the vanilla game every time I start a random encounter is music to my ears. Pun intended.
Love the mod, but the bard music in the marketplace is crazy loud and sounds like a full orchestra instead of one chick with a lute, a flute, and a drum. It's much louder than the rest of the music in-game for some reason.
Thank you for this mod. Some constructive criticism if I may : playing skyrim's famous track "the streets of whiterun" in Novigrad kind of broke the immersion for me. This track is peacefulness and beauty in a way that Novigrad just isn't. Novigrad is a city of intrigue, crime and persecution. The opposite of Whiterun vibes. And I just can't stop thinking Skyrim when I hear that. Second : some tracks are abruptly cut. Maybe it's because I'm using the non-replacer version. In any case I'm loving this mod. Thanks again
183 comments
I will definitely release different mods regarding musics, like an anime version of the Combat Music, for example, or the Netflix Show's Music Replacements for the Game, and so on... This means that i'm taking suggestions, whatever it is, and if i find it interesting, i will definitely work on it, and release it in a different Mod.
Thanks for keeping an interest for my mod, it really means a lot for me and makes my efforts worth it :D
- HUUUUGE Update, basically i've redone all my mod from scratch, and solved all the issues you can possibly experience
- I set the music volume scale to 60-70 in-game, do that and you'll have a perfect balance between the dialogues and the music
volumes trust me
- Added a NON-REPLACER Versions, per requests
- Toad Combat Music (See the edit below)
- Added my Gwent Music Replacement mod ( https://www.nexusmods.com/witcher3/mods/5421 ) but with remastered sound
and better and updated version
- Taverns Music was also redone, but the only unsolvable issue with this sh@t is that the bards in the wedding quest music won't
play music properly, these m@!?#%f@$&!?. If someone wanna fix the issue he's welcome to send it to me so i could upload it,
with Credits of course.
- See how i managed to put the videos in the Mod's page ? ;) Big Brain Time
NEW Version is OUT :D
- Added a Combat Music Replacements (yayy) i hope you guys enjoy it ! I didn't want to replace Silver for Monster, Lazare, Steel for Humans and that "LELELELELELELE" song, as i really love those tracks,
- Updated the All in One file, now it includes the Combat Music Replacements and the Alternative Version for the Taverns Music Replacement as well as the first version
- The Replacer Version also includes the extended soundtrack for Toussaint (it's really beautiful), as i actually modified it for myself, so enjoy it :')
- See how i managed to change font color in my description ? ;) Fat Brain Time
I only use it for the Kaer Morhen ambience.
I always was searching for a mod to change that, and FINALLY found it.
I use this with Familiar Music Replacement and Skellige Music Overhaul,
giving New Music Project lower priority, and the music ambience in the game is perfect.
Endorsed!
also THANK YOU i'm glad you appreciate it :')
You can also skip his part 2 video if you want since he doesn't do things the same as i did (and he actually messed up a little) but it can help since you want to modify my mod and he does something that i'll mention at the end
Robx99 helped me understand everything so if an idiot like me can do it, you can too :D (download the two files, the main one and the misc, along with quickBMS)
if you followed his "usage" mini tutorial you should be able to have your soundbanksinfo.xml file along with a s*** tons of other files related to sounds and musics (you should also be able to do everything i'm about to explain but i'll try to be more simple and specific)
1 - you want to replace ard skellige's day music, so you're gonna open your soundbanksinfo.xml file with a text editor (i recommend Notepad++) and look for its ID, i would love to tell you what's ard skellige's ID, but i forgot since it's been a long while :/ but yeah just do ctrl+f and type "ard" or something like that and look carefully for the file's name since it could be day or night or even something else like a quest or combat music, so be attentive
2 - once you found the ID you're looking for, note it down, and make a CLEAN WAV FILE of the music you want to use (i use audacity, free and simple of use) make sure to fix the volume so it wouldn't be too high or low compared to the other musics
3 - you made a clean wav file with audacity, now put it in a folder in the same directory where you have all the other tools you downloaded from the link i gave you at the beginning (you create a folder named "ardskelligemusic" (no spaces) and put your clean wav file in it)
4 - the tools you downloaded earlier will help you now, you downloaded many python files (.py), but you wanna create batch files (.bat), so in the same folder as the python files you downloaded (it should be name something like "batches and scripts" i think), create a text file, name it "prepare_wave.bat", in that bat file, you use notepad++ to put a command : prepare_wave.py my_new_song.wav 0 (replace the "my_new_song.wav" by your song's file's name and don't forget the .wav extension at the end) - Run the Batch file after that
5 - go back to your song's folder, if you did things right, you should have a CUED wave file along with your original wave file, you can delete the original and rename your cued file by deleting the "CUED" extension
IMPORTANT : i think the ard skellig music has multiple IDs related to the Day (you'll understand if you watched the 3 part videos this guy did), so if you have multiple IDs related to it, make sure you've noted them down for later !
6 - now, you need Wwise software to transform your new wav file into a ".wem" file (the extension Witcher 3 uses for musics) Download it here
7 - once you downloaded and opened wwise (you can put it in the same directory path as all your other tools for simplicity), create a new project, and BEFORE you open your wav file into the software, change project settings/sources to Vorbis High (IMPORTANT or you'll hear screeching sounds that makes your ears bleed!) and NOW import your wav file, and convert it into a wem file
8 - after you've done that, you should have the new wem file in your wwise directory (wwise project/.cache/), copy that wem file, or all your wem files if you decide you want to modify multiple songs, and paste it in the same folder where you put your wav file initially, now you have a wav file and the wem file of that same wav file.
9 - you need the original wems to proceed, if you watched the 3 parts video tutorial, you should know how to do it and should've done it already, if not : basically you run the quickbms command, it opens a explorer window, click on the witcher3.bms file you downloaded from robx99's page, and it will open another explorer window, you'll then go to your Witcher 3 game directory, in content, you'll extract EVERY "soundspc.cache" in it, from every contents (1-12), one by one, some of them don't have a soundspc.cache file so don't worry, and after everytime, it will open another explorer page, you'll go back to where you put your tool's directory, and put the extracted soundspc.caches' files (some of them are wems, other are bnks), in a folder that you created, example : i put my music's wave files in a "musics" folder, then i put the wem and bnk files i extract using bms in a folder named "WEMS" and "BNKS" (i separate them you'll see why) now you should have all the original wem files and bnk files in a folder, you can separate them like me or leave it like that
10 - Now what he does in the video tutorial in part 2 at this point, he lines up his music to match the original music's length, i didn't do that and you don't need to as well cuz we're gonna know how to use the rebuild_bnk.bat file after the compare_wem.bat file,
11 - you have the ID of the music you want to replace noted down, so find all the IDs you need in the original wems folder, and rename the wem files you created via Wwise into the same IDs as the originals' (for example : one of gwent music = 552019, so i rename my music's wem file "552019.wem", if Ard Skellig has 3 layers (3 IDs) for its day music, duplicate your wem file 2 more times, and rename them all with the same IDs
12 - the compare_wem.py is important here, create another .bat file just like you did with prepare_wave.bat, and you're gonna put a command in it using notepad++ : compare_wem.py "directory"/ArdSkelligMusicDay'sID.wem "directory"/my_new_song.wem (so first you put the directory and the ID of the replaced music, then directory and your music's wem file's name), Example : compare_wem.py C:\Games\Tools\Originals\wem\123456789.wem C:\Games\Tools\Musics\123456789.wem, you wanna do that for every ID,
13 - Run your compare_wem.bat after you've entered your commands, Respond "YES" (Y) everytime the command prompt asks you if you wanna merge the headers AND NOW STOP WATCHING THE VIDEO TUTORIAL, just follow my lead from now on and be attentive
14 - you should have new files or a new file (MERGED), that's good. Create 2 folders INSIDE the "batches and scripts" folder, one named "wems", another named "bnks". inside the "wems" put you newly merged wem files and delete the "merged" extension so it's just the "ID.wem" again, inside the bnks, you put 5 bnk files, there are hundreds of bnk files you extract but you just need : music_kaer_morhen.bnk, music_misty_island.bnk, music_nomansgrad.bnk, music_prologue.bnk, music_skellige.bnk, music_wyzima_castle.bnk
15 - Now you create another bat file just like you did the other 2 : rebuild_soundbank.bat, now open that batch file with notepad++, and copy THIS :
for %%f in (wems\*.wem) do (
for %%a in (bnks\*.bnk) do (
rebuild_soundbank.py --music "%%a" "%%f" > nul 2>> bnklog.txtmove /y "%%a.rebuilt" "%%a"
)
)
16 - save it and run it, this code basically makes you gain time, by rebuilding every wem file that you have in the "wems" folder you created, into every soundbanks you have in "bnks" folder you created as well (make sure you have them in the same place as your batch files once again), basically it allows your music to play as its own length, without that, your music would either cut and loop if it's longer than the original, or just be followed by plain silence if shorter.
17 - you now have a rebuilt soundbank, with your music saved in it, delete the "rebuilt" extension from every soundbank, (must be only "music_skellige.bnk" if you replaced only that, and now, create a folder named "merged", and put all your created wem files, along with the bnks you rebuilt, so you should normally have your wem files + your rebuilt music_skellige.bnk inside a "merged" folder.
now you need to create a soundspc.cache so the game could read it
18 - create the last batch file, create_sounds_cache.bat, and open it with notepad++, your command must be something like "create_sounds_cache.py C:\Games\Tools\batches\merged"
19 - Run the create_sounds_cache.bat file, it should give you a new soundspc.cache file, all you have to do now is to create a folder named something like "modArdSkelligeMusic", in it, create a folder named "content", and put your soundspc.cache inside that content folder
YOU'RE DONE ! YOU MODIFIED ONE MUSIC YAY
Now if you wanna modify MY mod's music, instead of extracting soundspc.cache from the game at step 9-, just extract my soundspc.cache, it has its own bnks, and wems, and basically do every step accordingly (put MY wems inside your merged folder, replace them with YOUR files, then create a soundspc.cache with "create_sounds_cache.bat
Now you know how to mod the game's music, and you can also modify my mod to your liking, i'm giving everyone permission to use my files however they want :D just give credits in case you publish it or something :')
for %%f in (wems\*.wem) do (
for %%a in (bnks\*.bnk) do (
rebuild_soundbank.py --music "%%a" "%%f" > nul 2>> bnklog.txtmove /y "%%a.rebuilt" "%%a"
)
)
Nothing happened. I made sure that both "wems" and "bnks" are inside "batches and scripts". The bnks remain the same :(
Edit: Apparently, the code has to be in this order instead to work
for %%f in (wems\*.wem) do (
for %%a in (bnks\*.bnk) do (
rebuild_soundbank.py --music "%%a" "%%f" > nul 2>> bnklog.txt
move /y "%%a.rebuilt" "%%a"
)
)
wanted to ask can you please upgrade them to the newest Next gen update version v4.00 ?
coz it docent work as I tried it many times
Second : some tracks are abruptly cut. Maybe it's because I'm using the non-replacer version.
In any case I'm loving this mod. Thanks again