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  3. is it possible to replace sounds without replacing game files?

is it possible to replace sounds without replacing game files?

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  • switchuwuundefined Offline
    switchuwuundefined Offline
    switchuwu
    wrote on last edited by
    #1

    title. is it possible to do it in a similar way to do like with textures, without replacing the sabl/sabs files?

    Hadi77KSAundefined 1 Reply Last reply
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    • switchuwuundefined switchuwu

      title. is it possible to do it in a similar way to do like with textures, without replacing the sabl/sabs files?

      Hadi77KSAundefined Offline
      Hadi77KSAundefined Offline
      Hadi77KSA
      Contributor
      wrote on last edited by
      #2

      You could create a mod using OAT to replace existing sounds individually instead of modifying the sabs/sabl files. You’d do this by first obtaining the sound alias entry of the sound you’re replacing from the soundbank aliases file generated by dumping the fastfile that references that soundbank, creating your own soundbank aliases file that contains the sound alias entry of the sound you’re replacing, then building the mod and loading it from the in-game mods menu. https://openassettools.dev/guide/using-the-tools.html

      Alternatively, you could take the modified sabs/sabl files and place them into %localappdata%\Plutonium\storage\t6\zone

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      • Simplybillnyeundefined Offline
        Simplybillnyeundefined Offline
        Simplybillnye
        wrote last edited by
        #3

        I was just wondering, how would you go about doing it by replacing the sabl/sabs files. I just wanted to change on single audio file (the logo bootup audio) and I was wondering if there was any way that I could change that individual component in that sabs file that you could think of. Specifically it's the "logo_sur.SN100.pc.snd.FLAC" and "logo_sur.SN100.pc.snd.FLAC" component in the "Core_Post_gfx.all.sabs" file

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