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HELP!! Problem with custom music during "Jaden vs. Kyle" duel


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Hey guys,

 So it's come to my attention that the mod I've tried to do (located here: https://jkhub.org/files/file/2704-jaden-vs-kyle-korriban-duel-music/) which is supposed to replace the music during the duel with Jaden and Kyle, if you choose "Dark Side" choice, on Taspir, unfortunately doesn't work. And this may be due to my own lack of knowledge or inexperience with modding custom sounds into the game.

After looking in the base Assets of the game (Assets0.pk3 > "music" folder > "kor_dark" folder), there's an .mp3 in there called "final_battle" and after listening to the file, this isn't the one that plays (which doesn't really make sense, thinking about it. Considering "Jaden vs Kyle" is the last duel in the game, story-wise).

So I was wondering if someone could help me out with this one and get the game to trigger a certain .mp3 to play, immediately after the first cut-scene between Jaden and Kyle where Jaden tells Kyle "not to get in his way".. And then end at the end of the duel. I don't know if this is possible by either a .cfg file or something, but if someone who has experience with level/sound modding or anybody who knows what to do, in this instance, could help.. It'd be greatly appreciated.
 

**Edit**
Could I code or trigger this with some sort of script, @@therfiles?
 

Thanks!

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Actually one way to do it is to simply put in a new music file sharing the same name as the existing one you want to change, just make sure the mp3 is set to the correct 'settings'. It will change it without a need to alter the games coding meaning it will automatically play, so long as you know which track is the one you're looking for it shouldn't be a major issue.

MB2 Beta Tester / MB2 FA Assistant Dev

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Actually one way to do it is to simply put in a new music file sharing the same name as the existing one you want to change, just make sure the mp3 is set to the correct 'settings'. It will change it without a need to alter the games coding meaning it will automatically play, so long as you know which track is the one you're looking for it shouldn't be a major issue.

Well, there's a number of .mp3 files in the "kor_dark" folder (listed below) and the first thing I tried, was by changing the name of the .mp3 (in this case "Anakin vs. Obi-Wan" to "final_battle", from the 'Revenge of the Sith OST'. "Battle of Heroes", basically) and that hasn't worked. I also tried changing the name to others in that list and somehow, it still hasn't managed to trigger it. I even opened the "Anakin vs. Obi-Wan.mp3" file in Audacity to make sure it met all the requirements for the .mp3 to work (which it does) and it still won't seem to trigger it, in the game, after the first cut-scene with Kyle. So I'm kinda' stuck with this..

 

SEWLpTo.jpg

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I actually did a quick playthrough from Taspir2 Dark Side in devmap after I responded to this originally and it sounds like the track it's loading is inside another folder entirely.

 

Of course one thing I can think of is to create a music folder in base, put the track inside and when the cinematic ends hit escape before you fight and type:

music music/<whatever you called it>

At least while I poke around and see if I cannot identify the offending files.


You'll want to edit the script for the two cutscenes (the ones before and after the fight). I don't know exactly which ones those are, but if you take a look at the Raven script source, in kor2 or kor_dark folder you should find it easily.

 

I also looked into the script and it doesn't actually state the music it should play, only what script to jump to next depending on circumstances, of course I don't have a program to properly view them so it shows something like these:

 

IBI ÃõÈ?           SET_CINEMATIC_SKIPSCRIPT     kor2/endgame_ds_3_skip           end_jaden4_DS       `B             sd_sound           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_MORELIGHT     true           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_47           SET_ANIM_HOLDTIME_BOTH       €¿           SET_WEAPON     WP_SCEPTER #             pB       `A                               €?       `A                                       úD#             lB       `A     ×OF     œÌVE     ®§5Å         #   
          dB       `A               ´B               `A                                 #             hB     ëQB         #             lB       `A     ×OF     fwE     ®§5Å      x‚F            x‚F            @œD#             lB       `A     ×OF     Ï„E     35Å         #   
          dB       `A               ‡C               `A                                 #             hB     ßOÉ@      ÀZF            @F             úD#             pB       `A                                       `A                               €?       úD             úD             kor2/theClosingCredits                 
   imperial1_DS       `B           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_50           SET_ANIM_HOLDTIME_BOTH       €¿                 
   imperial2_DS       `B           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_49           SET_ANIM_HOLDTIME_BOTH       €¿                 
   imperial3_DS       `B           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_48           SET_ANIM_HOLDTIME_BOTH       €¿
      
IBI ÃõÈ?             SET_CINEMATIC_SKIPSCRIPT       kor2/endgame_ds_3_skip              player         `B#               xB#               pB        `A                                                `A                                      €?        €?"          
   boss_kyle              rocks_clip              end_jaden1_DS              end_jaden2_DS              end_jaden3_DS           
   end_kyle1_DS           
   end_kyle3_DS           
   end_luke1_DS            
   kor2/calm                HC             rocks                zC             end_cine_DS         

EDIT: After inspection I believe it may be tied into the kor_lite folder, try replacing the final_battle music in there too and see if that changes anything.

Edited by Zeros Darok
Darth Sion and krkarr like this

MB2 Beta Tester / MB2 FA Assistant Dev

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I'm actually also using "Jedi Academy: Enhanced". I did a brief playthrough, myself aswell. I copied and pasted the original mod (.pk3) into the 'jaenhanced' folder and re-loaded up, my saved game at the start of "map kor2" (console command) and used "noclip" to get to the Main Temple entrance. I noticed that my "explore" .mp3 was working (the "March on the Jedi Temple" soundtrack from RoTS) and while I was still just outside the main door to where Tavion is, I noticed the final_battle.mp3 kick in. Whether this would be the case, whilst playing a proper playthrough.. I don't know.

Anyhow, I beat Tavion and moved onto Kyle. The music changed during the cut-scene, I believe, but as you said @, it played something else entirely straight after the cut-scene, during the actual gameplay. But I'm still trying to trigger that specific .mp3 to play automatically at the start of the duel and stop and the end of the duel (as we discussed previously, @@eezstreet).

Again, maybe this can be done via a script of some sort..

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Well there are 2 kor2 music folders, both have explore/action/final battle inside them which is kor_lite and kor_dark so that lite file might be another cause.

 

The music that kicks in for kyle does sound like the rancor_action track but 

 

There is also this from the dms.dat file:

 

 

dealsour_explore
{
entry
{ 
marker0 0.000
marker1 100.492
marker2 126.154
 
}
exit
{
nextfile dealsour_etr00
time00 5.153
time01 26.487
time02 64.556
time03 93.205
time04 108.166
time05 138.145 
}
exit
{
nextfile dealsour_etr01
time00 9.143
time01 21.223
time02 43.388
time03 87.830
time04 116.589 
}
}
dealsour_action
{
entry
{
marker0 0.00
marker1 65.166
marker2 100.575
}
exit
{
nextfile dealsour_atr00
nextmark marker0
time00 4.765
time01 17.278 
time02 26.365
time03 53.352
time04 57.175
time05 82.776
}
exit
{
nextfile dealsour_atr01
nextmark marker1
time00 13.321
time01 91.953
time02 104.975
}
exit
{
nextfile dealsour_atr02
nextmark marker2
time00 36.351
time01 44.386
time02 59.624
time03 70.075
time04 79.435
time05 95.511
}
}
rancor_explore
{
entry
{
marker0 0
marker1 46.103
marker2 88.328
 
}
exit
{
nextfile  rancor_etr00
time00 0.775
time01 5.319
time02 16.291
time03 43.222
time04  49.539
time05  63.725
time06  84.0
time07  103.623
 
 
} 
exit
{
nextfile  rancor_etr01
time00 10.08 
time01 26.820 
time02 51.645
time03 68.213
time04 129.279
}
 
}
rancor_action
{
entry
{
marker0 0
marker1 54.928
marker2 88.315
}
exit
{
nextfile  rancor_atr00 
nextmark  marker0
time00 0.05
time01 2.737
time02 7.918
time03 10.079
time04 84.256
time05 90.440
time06 95.759
time07 105.562
time08 105.562
time09 111.159
time10 113.985
time11 118.03
}
exit
{
nextfile  rancor_atr01
nextmark  marker1 
time00 8.921
time01 24.975
time02 31.458
time03 35.586
time04 38.523
time05 56.3
time06 60
time07 65.549
time08 73.223
time09 77.467
time10 102.791
time11 123.9
time12 141.193
time13 144.02
time14 146.296
time15 151.234
time16 155.057
time17 157.329
}
exit
{
nextfile  rancor_atr02
nextmark  marker2
time00 5.098
time01 9.309
time02 19.508
time03 74.323
time04 80.898
time05 86.123
time06 99.754
time07 132.448
time08 136.504
time09 148.230
time10 161.263
}
}
korrib_lite_explore
{
entry
{ 
marker0 0.000
marker1 20.170
marker2 51.645
marker3 73.201
}
exit
{
nextfile korrib_lite_etr00
time00 40.866
time01 55.635
time02 68.222
}
exit
{
nextfile korrib_lite_etr01
time00 0.200
time01 15.472
time02 77.914
time03 80.977
}
}
korrib_dark_explore
{
entry
{ 
marker0 0.000
marker1 56.300
marker2 81.901
marker3 97.970
}
exit
{
nextfile korrib_dark_etr00
time00 0.100
time01 55.719
time02 69.607
time03 105.397
}
exit
{
nextfile korrib_dark_etr01
time00 29.202
time01 82.004
}
}
korrib_action
{
entry
{
marker0 0.00
marker1 41.495
marker2 63.586
marker3 96.124
} 
exit
{
nextfile korrib_atr00
nextmark marker0
time00 0.100
time01 2.769
time02 7.929
time03 35.142
time04 41.429
time05 66.838
time06 101.731
time07 115.125
}
exit
{
nextfile korrib_atr01
nextmark marker1
time00 10.161
time01 31.271
time02 33.499
time03 45.925
time04 48.117
time05 53.043
time06 63.397
time07 105.512
time08 108.174
}
exit
{
nextfile korrib_atr02
nextmark marker2
time00 6.125
time01 15.027
time02 18.225
time03 38.181
time04 59.245
time05 76.386
time06 80.120
time07 92.516
}
exit
{
nextfile korrib_atr03
nextmark marker3
time00 20.844
time01 24.075
time02 74.372
time03 85.475
time04 89.990
time05 117.480
}
} 
final_battle
{
}
vjun3_explore
{
 
entry
{ 
marker0 0.000
marker1 41.670
marker2 146.402
}
exit
{
nextfile vjun3_etr00
time00 132.271
time01 144.739
}
exit
{
nextfile vjun3_etr01
time00 13.138
time01 25.994
time02 85.175
}
}
vjun3_action
{
entry
{
marker0 0.00
marker1 8.256
marker2 65.554
} 
exit
{
nextfile vjun3_atr00
nextmark marker0
time00 7.785
time01 32.66
time02 47.516
time03 51.710
time04 65.674
time05 87.719
time06 105.684
time07 119.798
time08 125.561
time09 128.004
}
exit
{
nextfile vjun3_atr01
nextmark marker1
time00 13.243
time01 20.037
time02 23.944
time03 36.96
time04 39.62
time05 54.14
time06 57.372
time07 81.623
time08 99.91
}
exit
{
nextfile vjun3_atr02
nextmark marker2
time00 2.271
time01 15.017
time02 28.210
time03 42.557
time04 45.80
time05 69.571
time06 73.505
time07 93.482
time08 115.814
}
} 
}

 

 

kor_lite
{
explore  korrib_lite_explore
action korrib_action
boss final_battle
}
kor_dark
{
explore  korrib_dark_explore
action korrib_action
boss final_battle
}
}

MB2 Beta Tester / MB2 FA Assistant Dev

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Well there are 2 kor2 music folders, both have explore/action/final battle inside them which is kor_lite and kor_dark so that lite file might be another cause.

Yeah, I noticed that.. I would've just thought that to trigger the "final_battle" version of the soundtrack in kor_dark, you'd have to choose "Dark Side", otherwise you only fight Tavion, if you choose "Light Side". But yeah, that could maybe be something..

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I actually did a quick playthrough from Taspir2 Dark Side in devmap after I responded to this originally and it sounds like the track it's loading is inside another folder entirely.

 

Of course one thing I can think of is to create a music folder in base, put the track inside and when the cinematic ends hit escape before you fight and type:

music music/<whatever you called it>

At least while I poke around and see if I cannot identify the offending files.

 

I also looked into the script and it doesn't actually state the music it should play, only what script to jump to next depending on circumstances, of course I don't have a program to properly view them so it shows something like these:

 

IBI ÃõÈ?           SET_CINEMATIC_SKIPSCRIPT     kor2/endgame_ds_3_skip           end_jaden4_DS       `B             sd_sound           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_MORELIGHT     true           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_47           SET_ANIM_HOLDTIME_BOTH       €¿           SET_WEAPON     WP_SCEPTER #             pB       `A                               €?       `A                                       úD#             lB       `A     ×OF     œÌVE     ®§5Å         #   
          dB       `A               ´B               `A                                 #             hB     ëQB         #             lB       `A     ×OF     fwE     ®§5Å      x‚F            x‚F            @œD#             lB       `A     ×OF     Ï„E     35Å         #   
          dB       `A               ‡C               `A                                 #             hB     ßOÉ@      ÀZF            @F             úD#             pB       `A                                       `A                               €?       úD             úD             kor2/theClosingCredits                 
   imperial1_DS       `B           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_50           SET_ANIM_HOLDTIME_BOTH       €¿                 
   imperial2_DS       `B           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_49           SET_ANIM_HOLDTIME_BOTH       €¿                 
   imperial3_DS       `B           SET_RENDER_CULL_RADIUS       zD           SET_BEHAVIOR_STATE   
   BS_CINEMATIC           SET_LOOK_FOR_ENEMIES     false           SET_WEAPON     WP_NONE         
   SET_ENEMY     none           SET_IGNOREENEMIES     true           SET_IGNOREALERTS     true           SET_IGNOREPAIN     true           SET_ANIM_BOTH     BOTH_CIN_48           SET_ANIM_HOLDTIME_BOTH       €¿
      
IBI ÃõÈ?             SET_CINEMATIC_SKIPSCRIPT       kor2/endgame_ds_3_skip              player         `B#               xB#               pB        `A                                                `A                                      €?        €?"          
   boss_kyle              rocks_clip              end_jaden1_DS              end_jaden2_DS              end_jaden3_DS           
   end_kyle1_DS           
   end_kyle3_DS           
   end_luke1_DS            
   kor2/calm                HC             rocks                zC             end_cine_DS         

EDIT: After inspection I believe it may be tied into the kor_lite folder, try replacing the final_battle music in there too and see if that changes anything.

Whilst I kept the original 'kor_dark' replacement, I've also just swapped out/replaced the "final_battle" sound file in the 'kor_lite' folder and from what I can tell, it hasn't actually changed anything. This is driving me nuts lol. Is there any way to edit a script into a new .pk3 (as you would any other file, in the assets) and tell the game to trigger a certain .mp3 for a duel and then stop, once the duel is finished and the games goes into another cutscene?

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Hmmm. Just had a quick peek around the kor2 script files. I'm worried that the music isn't triggered directly by the script, and that it just triggers an in-map entity that changes the music. I don't see any direct changes that are called upon in the scripts. But the entities may hold some secrets. I might be able to change the music manually...but I still think there should be a file you can replace to make it all work.

krkarr and Darth Sion like this
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