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


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Posted

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!

Posted

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

Posted
  On 3/16/2016 at 2:25 PM, Zeros Darok said:

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

  • Solution
Posted

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.

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Posted (edited)

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.


  On 3/16/2016 at 4:29 PM, eezstreet said:

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
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MB2 Beta Tester / MB2 FA Assistant Dev

Posted

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..

Posted

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:

 

  Reveal hidden contents

 

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

Posted
  On 3/16/2016 at 4:59 PM, Zeros Darok said:

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..

Posted
  On 3/16/2016 at 4:42 PM, Zeros Darok said:

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?

Posted

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.

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