

This will recompile the BNK and make it ready to be packed.

Python BNKcompilerWCmd.py NMS_AUDIO_PERSISTENT. Once the files have been replaced you will run the python script again except this time with the recompile parameter. Please note the amount of files being replaced should match the total files you're copying over. Copy all of your files into the Output Path your specified. Once you have renamed your WEM files you're going to return to your directory with the Python scripts. If you are dealing with Streamed sounds you can skip the rest of this section This is very important for Included files are there is no way to currently add new sounds and can mess up your mod if you do. Each of your sounds should match the ID of a sound you are trying to replace. Now that all your sounds are converted into WEMs you'll want to rename them to the IDs we collected earlier.

Python BNKcompilerWCmd.py \.cache\Windows\SFX". Now you're going to open Command Prompt in that directory and run the script with the params as follows Once extracted you want to copy the BNK your sound is in to the same directory. zip which contains 2 python scripts (BNKcompilerWCmd.py and fnvhash.py). In order to replace these you need to extract the sounds using Monkeyman's BNK Compiler. Included sounds are sounds that exist within a Wwise soundbank (.BNK file). If you are dealing with Streamed sounds you can skip this section In our case the ID "385939682" was found inside of our AUDIO folder so it is a Streamed sound. If the ID's aren't found in the folder then they will be Included which means they are inside of a BNK file. You can figure this out by searching for the ID's in your unpacked AUDIO folder. Once you have taken note of the ID's for each sound, you will need to find out if they are Streamed or Included. For this example there are 9 melee sounds (01 - 09). Also note that NMS uses various sounds and cycles through them so in order to fully replace a sound you must replace each one. The File Id is what we need to find our sound file. In this case we'll choose the weapon melee sound (Wpn_Pl_Melee). So we open NMS_AUDIO_PERSISTENT.xml in the text editor of your choice and use the search feature to locate a sound. For this tutorial we'll try to replace sounds from the NMS_AUDIO_PERSISTENT.BNK (This will be where the majority of sounds you'll want to replace will be). Once you have your files unpacked, you must find the correct IDs for the files you want to replace. If you haven't already unpacked the whole game you can unpack just the audio by using the PSARC Tool on which contains all the audio. The first step to replacing Audio is unpacking it.
