#0 clue how to mod, anyone wanna help? Just doing BGM changes

1 messages · Page 1 of 1 (latest)

oblique tundra
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0 clue how to mod, anyone wanna help? Just doing BGM changes

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i tried to use the methods here in the server, but NGL, none of them have helped, and all are extremly confusing to me.

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I thin you had to download some sort of extracting files thingy, but im met with this

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Wtf does input, output, and Extraction mode mean?

slim zinc
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Input - the path to the game's pack file
Output - the path to the folder where you want the result to be saved
Extraction mode - says to the program if you want to unpack only one pack, multiple packs at once, or only a specific file from a pack.

Here's the list of which pack stores what: https://nenkai.github.io/ffxvi-modding/resources/asset_paths/
Those are relative to your game installation (ex. C:\SteamLibrary\steamapps\common\FINAL FANTASY XVI\data\0001.pac)

If you want to modify the BGM, you will need to look around the sound packs (see the previous link). Also, you will need this tool to handle the audio files: https://discord.com/channels/1284918645675397140/1285811710225158165

FINAL FANTASY XVI - Modding

oblique tundra
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ohhh so under the Data folder, these corrolate to the ones in that link?

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so I.E, 0018 is the music one

slim zinc
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Yes

oblique tundra
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so this

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so that would be the imput
And the output would..

slim zinc
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Yeah, just select that pac with the file explorer for Input, leave Extraction mode as is, and for output select the folder where you want the contents of the file

oblique tundra
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would that need to be a custom folder?

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like a "BGM" folder

slim zinc
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Any folder works (for extraction)

oblique tundra
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and assuming its the 0018, all the extracted contents would be the games BGMs?

slim zinc
oblique tundra
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the output autoed to the Data folder

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so like, in the data folder i can make a "BGM" folder anbd put it there?

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ayyye got it

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now the fun part

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whats BGM_Battle_1 song? XD

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But yea so now i need to use audiomog?

slim zinc
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If it's not on the website, it's still not mapped.

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Yeah, to handle the sab files (the audio format used by the game), you will need that tool

oblique tundra
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it says drag onto the exe
like
drag the audio i wanna use onto the Exe itself?

barren pollen
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Drag the .sab file you want to modify onto audiomog

oblique tundra
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oh ok
Should i make it a copy or just take it out the files?

barren pollen
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It won't override

oblique tundra
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then just swap the wav?

slim zinc
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Yes, with the song that you want to use as replacement (different file, same name)

oblique tundra
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you have to do the rebuild stuff too?

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the .json?

slim zinc
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Yes, it's the last step, so that you can repack the new song into a sab format

oblique tundra
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need a json app...lol

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cause i just get this

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idk what one the guy used in his video, no link for it

slim zinc
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From what I get from the tool's Github Usage info, when you dragged the original audio file (sab) to the tool, it should have generated a "project settings" json

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Customization is optional, so you should just drag that file to the tool

oblique tundra
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it generated a Project FOLDER

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but not a project settings json

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therers a rebuildsettings.json

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and a trackusers text doc

oblique tundra
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for ref

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inside

slim zinc
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Yes, the RebuildSettings.json

oblique tundra
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that goes to audiomog, ok

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i now have a new sab file

slim zinc
oblique tundra
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oh boy. have to know one before the other tho lol

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says the mod assest must be contained within the data folder

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so like, is it...technically already in it then?

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also would i have to delete that project folder?

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well, didnt work

slim zinc
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You should download the mod template (https://github.com/Nenkai/ff16.utility.modloader/releases/download/1.0.1/ff16.template.helloworld.zip) and:

  • Delete the contents of the template's data folder. Put the new sab on a folder structure near identical (you can skip the pac number, 0018) to where the original was (FFXVI/data/sound/music/bgm).
  • Modify the ModConfig.json in the template's root folder, so you can put your mod's name and your name as the creator.
  • Zip the template folder with the same name that you have chosen for your mod, and drag it to the FFXVI window of Reloaded-II.
    If you're really unsure, you can also download/use any previously downloaded mod to look at their ModConfig.json and overall structure.
oblique tundra
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uh.........ok

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on a folder structure near identical to where the orgianal was...

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orginal what?

slim zinc
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The original file, the one you're trying to replace. The mod loader needs to know what have you changed and where to find it.

oblique tundra
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the one i wanted to replace is deleted

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lol

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or you

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wait

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huh?

slim zinc
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Just create these folders in the template: FFXVI/data/sound/music/bgm (the first two were already in the template), and in the last one put the new sab file you created with AudioMog

oblique tundra
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...whats THESE folders?

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I think im just starting to be a bit of a burden ngl lol,

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im really, REALLY trying to learn this but im kinda failing hard

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like, the way im reading this it sounds like i need to recreating like 100 different foldfers

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just to be...Identical

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huh?

slim zinc
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This is the template folder. Inside that "FFXVI" folder, there's a "data" folder

oblique tundra
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i dont even get why i need to use a templet folder but alright then

slim zinc
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Because if you don't use the template zip I linked earlier, you will need to do more things than you're already doing.

oblique tundra
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i feel ive done way more then i needed to already lol

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but ok

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this is quite complicated imo, even if people say it aint

slim zinc
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Let's just focus. Inside that "data" folder, create a "sound" folder. Inside the "sound" folder, create a "bgm" folder. Inside the "bgm" folder, put the sab file you created with the Audio tool

oblique tundra
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so DONT delete anything then?

slim zinc
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If you didn't delete the contents of the template's "data" folder when I said it earlier, do it now before creating those folders.

oblique tundra
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ok

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put it into reload?

slim zinc
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Yep, if you modified the JSON in the template folder like this:

oblique tundra
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That box is?...

slim zinc
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(All of the marked is the name of your mod, the box should also be modified to be "name.of.your.mod", as in ModId)

oblique tundra
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uhhhh

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Ok

slim zinc
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After that, you zip it, change the filename to "name.of.your.mod".zip

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And drag it to the FFXVI screen of Reloaded

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(Needs to be dragged to the left bar for it to add your zip to the mod list)

oblique tundra
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didnt work

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Think imma just scrap this idea

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This is just frustrating now

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Like I very much appreciate you helping but this is becoming really annoying, and a headache. More so when you don't understand annnnything

slim zinc
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No problem. If you reached that point, the only thing to do is to cool it off lol maybe another day, you'll feel like trying again. If you do so, you should take a look at other audio mods, to see how did they manage to make it work.

oblique tundra
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That dosint help

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At all lol

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Cause idk what to look for

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But yeah, fact you make it look simple makes the frustration so much worse lolol

slim zinc
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Look if the folders created are the same, if your json is missing something when comparing to theirs, etc. It is the same type of mod; I didn't say "look at other mods" for no reason. They had to make the same steps that you needed to do to make an audio mod for this game.

oblique tundra
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Alright. Well thanks for trying ig, even if it was to no avail. Sorry to waste ur time man...

oblique tundra
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@slim zinc idk if ur online but i wanna give a update

I did what you said bout lookiung at other mods. Question, If the music mod were to work, would the mod apper on the title screen>

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like this

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Cause if so, these are for whatever reason the only mods that work. Idk why

slim zinc
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Yes, if the mod was correctly installed and activated, it should appear there

oblique tundra
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Then no mod i install works EXPECT them...

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See? Vergil is checked
Dosint appear on the title...

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But it aint like i can test it cause I GUESS THE SAVE FILE BEFORE THE BARNABES FIGHT GOT YETTED

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so i cant know if it works

slim zinc
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You should reorder your mod so that it's placed on the list after the Mod Loader

oblique tundra
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But if thats the case why can Animation Cancel and Enemy Stregthen work?

slim zinc
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Is one of the other mods that you have active also a music-changing mod? Maybe that could be creating a conflict

oblique tundra
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No

slim zinc
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Okay, and have you tried booting the game with only the mod loader and your mod to see if it appears?

oblique tundra
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Ill try in a sec. im tryiong to get to the Barnades fight rn to test it

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i didnt have a save RIGHT before it, but one super close

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Sooooo at first , it said the mods i had unchecked were loaded....so i relaucned via Reload 2 and it WORKED!

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So i at the VERY LEAST got Bury the Light to work

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progress

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Alright...now what lolol

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Im still trying to get my own BGM To work still

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this is what my path is

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I edited it since you said to follow what other mods were, and for example, bury the light is like this

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...i think i see the issume. Hold on

oblique tundra
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now to just make sure the mod just WORKS, are those the only things i need to change?

slim zinc
# oblique tundra

Yeah, the only part that can be skipped is the pac number (0018), but you can just leave it

slim zinc
oblique tundra
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now for the Helloworld template, it has to match with this?

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im including the 0018 to be save

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safe*

slim zinc
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Yes, but change the first folder name from "FINAL FANTASY XVI" to "FFXVI" (like in the other mod that you looked at)

oblique tundra
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Alright

oblique tundra
slim zinc
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I meant on your mod folder

oblique tundra
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now does the name of the files have to be "ff16.music.timetofight" ?

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when you zip it?

slim zinc
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Well, it doesn't matter that much the zip filename, but it is usually good practice to keep the same naming convention (at least, when making a mod public)

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But you can just name it "TimeToFight.zip" if you want

oblique tundra
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now does it matter what zip you use?

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cause i just do the file exploer one

slim zinc
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Any works fine

oblique tundra
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HAH! IT WORKS

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So i think i know why

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you HAVE to lauch the game VIA Reload 2

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for a new mod

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...unless when i first started to mod the game, when it said "You only have to launch the game in reload once" It means for ANY NEW MOD

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but in the end i got it to fucking work!

slim zinc
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That's because the Mod Loader creates a pac file (= repacks) the first time you boot the game with the contents of your mod, and the next time that new pac is already there with the games files, so it is loaded by the game; I think

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Glad that it works!

oblique tundra
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so even if i turn it off and on, it will still be fine?

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so its only for a NEW mod

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now to spend my day off doing the Xenoblade X Final Fantasy 16 crossover xD

slim zinc
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When you turn off a mod and run the game through Reloaded it will delete that repacked file; if you turn it off but don't run the game via Reloaded it will still boot the game modded, I think (in any case, the mod itself will still be kept in Reloaded even if it deletes the repack)

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Also, remember if you ship your mods to Nexus or other modding site to put the Mod Loader as a requirement for players to run your mod

oblique tundra
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ff16 one right?

slim zinc
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Yeah, it's also on Nexus, so if you publish there is a quick thing (when the Nexus mod creation page asks for a requirement, it lets you search and link to other Nexus mods)

oblique tundra
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Alright. In due time tho lolol

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but like
You will remember our names has to slap if used for the hunt themes

slim zinc
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Or Zanza the divine for the last boss fight

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All xenoblade songs are great songs lol

oblique tundra
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I had a idea for that

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wait

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i meant You will know our names

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not remember. Thats the xb2 one

slim zinc
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Yeah, that one would also work.

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Just try multiple and see which one feels better when you're playing