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Music Overhaul?


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#41 Kexikus

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Posted 15 November 2014 - 11:24 PM

I wonder...

 

Malacore5, did you disable Steam's auto-updating for KotOR 2, and what mods you have installed?

The possibility to disable Steam updates no longer exists actually.

The only way to disable automatic downloads is to set the game to "Only update when launch", which obviously isn't what you want to keep the modded files. But I also had no problem with Steam accidently validating the files.


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#42 milestails

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Posted 16 November 2014 - 02:20 AM

PastramiX, here.

 

I've pretty much disowned the two mods, TSL Music Overhaul and TSL Ambience Overhaul; I made those when I had no real idea what I was doing concerning modding, and are really just a waste of bandwidth and hard drive space. They essentially were all just tweaks to the equalizer, and after playing the game for a good while I noticed that the conversion to MP3 tended to add to load times far too close to comfort for myself.

 

The HQ music pack by Obsidian is all you need, and chances you probably already have it.

 

 

Oh wow.  Your mods have been mainstays in my KotOR2 folder for as long as I can remember....

 

Going to discontinue their use based on your recommendation!


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#43 Dark_Ansem

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Posted 09 December 2015 - 06:57 PM

After one year I am still working on it :P



#44 Dark_Ansem

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Posted 14 January 2018 - 04:11 PM

I have decided to give this another go. Let me redownload Miles...

 

Update: So, somehow replacing in StreamMusic doesn't help.I tried replacing the menu theme but that didn't work.



#45 Sith Holocron

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Posted 14 January 2018 - 04:45 PM

As it's been four years on, why not remind us of what you're doing and what you've tried.


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#46 Dark_Ansem

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Posted 14 January 2018 - 04:58 PM

As it's been four years on, why not remind us of what you're doing and what you've tried.

That much? Seems only yesterday.

 

So basically, I want to spice up KOTOR's "less than memorable" soundtrack. Rather than individual battles, I'm aiming to see whether the OST can use a makeover.

 

Except that it cannot. I tried replacing in the main Music folder and it didn't work (main menu theme), then I thought the issue could be due to the format, so I compressed the file via Miles, and that didn't work either. 

Then I decided to check whether files in BIF archives could overwrite what I was doing - but there's no music files in the BIF file. There is a 2da, but that's it.

 

Any suggestions?



#47 Kexikus

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Posted 14 January 2018 - 05:26 PM

There's no need to compress it with Miles.

 

All you need is a stereo .mp3 file with the correct name and it should work.


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#48 Dark_Ansem

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Posted 14 January 2018 - 05:44 PM

There's no need to compress it with Miles.

 

All you need is a stereo .mp3 file with the correct name and it should work.

Thanks. Any specification for the mp3 file?

 

can I simply replace or I need to do something else?



#49 Kexikus

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Posted 14 January 2018 - 08:47 PM

Simple replace AFAIK. As long as it's stereo and mp3 it should work. If you have the option choose the least compression.


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#50 Dark_Ansem

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Posted 14 January 2018 - 09:43 PM

Simple replace AFAIK. As long as it's stereo and mp3 it should work. If you have the option choose the least compression.

Good to know, thanks.



#51 Dark_Ansem

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Posted 17 January 2018 - 08:27 PM

Notes to self:

 

  1. foobar MP3 Joint Stereo works as-is, no need to rename to WAV
  2. need to check whether ambientmusic.2da hypothesis is correct
  3. KOTOR Tool can help in terms of variety BUT cannot load Steam Workshop modules
  4. Need to be able to determine to which area each module corresponds. KOTOR doesn't allow to read an in-game name?

Edited by Dark_Ansem, 17 January 2018 - 11:55 PM.


#52 Dark_Ansem

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Posted 18 January 2018 - 06:21 PM

Small poll: which BGMs do you hate most in KOTOR2?



#53 Dark_Ansem

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Posted 18 January 2018 - 10:18 PM

More notes for me.

 

ambientmusic.2da experiment a quasi-complete success.

 

Not only it is possible to add entirely new tracks to the game, but it is also possible to force them by placing new ambientmusic.2da in override folder and entirely new files in streammusic (this ALSO works with the Steam Workshop substructure).

Issue, however, is that GFF files have to be edited, and they are to be considered one-shot: KOTOR Tool allows to edit them, but then unless a different copy of the .git files is saved in a different location and then manually moved to override, 

 

No easy way to test and edit except playthrough + potential incompatibilities with TSLRCM UNLESS TSL patcher also allows editing of .git files.

 

Minor, potentially unrelated issue: custom music files appear to be at a lower volume?

 

EDIT: extra note to self. Once Droid Planet is released in a way that it is compatible with Steam Workshop, this can potentially work with new planet.

Also, be mindful that, to work, changes will have to be applied to the altered TSLRCM.

 

Currently no way seen to be compatible with Combat Arena (latest) short of extra modification. Could consider approaching author?


Edited by Dark_Ansem, 18 January 2018 - 10:27 PM.


#54 Malkior

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Posted 18 January 2018 - 10:32 PM

More notes for me.

ambientmusic.2da experiment a quasi-complete success.

Not only it is possible to add entirely new tracks to the game, but it is also possible to force them by placing new ambientmusic.2da in override folder and entirely new files in streammusic (this ALSO works with the Steam Workshop substructure).
Issue, however, is that GFF files have to be edited, and they are to be considered one-shot: KOTOR Tool allows to edit them, but then unless a different copy of the .git files is saved in a different location and then manually moved to override,

No easy way to test and edit except playthrough + potential incompatibilities with TSLRCM UNLESS TSL patcher also allows editing of .git files.

Minor, potentially unrelated issue: custom music files appear to be at a lower volume?

EDIT: extra note to self. Once Droid Planet is released in a way that it is compatible with Steam Workshop, this can potentially work with new planet.
Also, be mindful that, to work, changes will have to be applied to the altered TSLRCM.

Currently no way seen to be compatible with Combat Arena (latest) short of extra modification. Could consider approaching author?


This is an awesome discovery! If we could add Planet-specific BGM,that would help differentiate the levels greatly.

To my recollection, TSLPatcher is very capable of editing GIT files. However making them compatible with TSLRCM may be another matter entirely.
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#55 Dark_Ansem

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Posted 18 January 2018 - 10:34 PM

This is an awesome discovery! If we could add Planet-specific BGM,that would help differentiate the levels greatly.

To my recollection, TSLPatcher is very capable of editing GIT files. However making them compatible with TSLRCM may be another matter entirely.

 

My original idea was to actually give specific music to specific battles, but I have relinquished that, for now.

Specific music for specific areas, however - and in fact compared to TSL's abysmal OST (except for a couple tracks), should definitely be possible.

 

AFAIK, TSLRCM does not edit MANY .git files. It does edit a couple of .rim files, however.

 

To be fair, however, TSLRCM does already add new lines to ambientmusic. the files already existed in the game, however.

 

Addendum: need a way to easily identify which location each module refers to.



#56 Malkior

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Posted 19 January 2018 - 01:09 AM

Ah and to answer your question of which BGM I hate the most, it would have to be the Telos or Peragus battle music for how they're both overused and repetitive. Honorable-ish mention goes to the music played during Kreia visions since it always feels out of place and only plays for a few seconds yet is seemingly everywhere.


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#57 Dark_Ansem

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Posted 19 January 2018 - 01:15 AM

That's a TSLRCM addition.



#58 Malkior

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Posted 19 January 2018 - 01:25 AM

That's a TSLRCM addition.


Oh :shock: No offense to the TSLRCM team, then..
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#59 Kexikus

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Posted 19 January 2018 - 08:16 AM

This is an awesome discovery! If we could add Planet-specific BGM,that would help differentiate the levels greatly.

To my recollection, TSLPatcher is very capable of editing GIT files. However making them compatible with TSLRCM may be another matter entirely.

 

Shouldn't be hard at all if you only edit the music settings of a .git file. Just point TSLPatcher to edit the .git in TSLRCMs .mod files and you're done.

 

AFAIK, TSLRCM does not edit MANY .git files. It does edit a couple of .rim files, however.

 

That might be a problem actually. As a first note: .git files cannot be placed in the Override for the final release of a mod as .git files in the Override will override the .git files in savegames, thus reseting the module each time the player reloads or reenters it. So they need to be placed inside the .rim or .mod files. IMO you should use .mod files and leave the vanilla .rim files alone but if TSLRCM edits .rim files you'll need to either also edit the .git in the .rim file or make your .mod from the TSLRCM files which might result in issues when using your mod without TSLRCM.


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#60 Dark_Ansem

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Posted 19 January 2018 - 08:22 AM

Ah and to answer your question of which BGM I hate the most, it would have to be the Telos or Peragus battle music for how they're both overused and repetitive. Honorable-ish mention goes to the music played during Kreia visions since it always feels out of place and only plays for a few seconds yet is seemingly everywhere.

It's already on my blacklist!

 

Shouldn't be hard at all if you only edit the music settings of a .git file. Just point TSLPatcher to edit the .git in TSLRCMs .mod files and you're done.

 

 

That might be a problem actually. As a first note: .git files cannot be placed in the Override for the final release of a mod as .git files in the Override will override the .git files in savegames, thus reseting the module each time the player reloads or reenters it. So they need to be placed inside the .rim or .mod files. IMO you should use .mod files and leave the vanilla .rim files alone but if TSLRCM edits .rim files you'll need to either also edit the .git in the .rim file or make your .mod from the TSLRCM files which might result in issues when using your mod without TSLRCM.

I'm not sure I understand: how would editing the .mod file work and how would it help me?






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