[Release] KF1 zYnthetic-Only Music Pack for KF2

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Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
After playing KF2 for some time, I have come to the ultimate conclusion regarding its greatest weakness: Not enough zYnthetic. I don't have any problems with the artists who aren't zYnthetic, but the problem with the artists who aren't zYnthetic is that they aren't zYnthetic. :IS2:

Hence, I have created a mod (perhaps the very first for KF2!) that replaces all* of the non-zYnthetic tracks with classic KF1 zYnthetic tracks. Yes, that means Abandon All returns to its rightful place as the boss track! This music pack is fully client-side and works on-line! Just install the files and you're done! You're free to play in your favorite servers, even perks enabled, using these music tracks without need worrying of whitelists or graylists or package mismatch errors or anything! How great is that!

(* I have left Dirge's one original KF1 track in because Dirge is cool.)

Download KF2zYntheticMusicPack.rar (124.19 MB)

Installation instructions are included in the readme.

NOTE: Be sure you have vocals disabled in your Audio options. This music pack only replaces the instrumental versions.
 
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Creep666

FNG / Fresh Meat
Nov 7, 2010
119
0
0
gratz on the first actual release on the mod forums (even if it's just a simple music file replacement ;)).
I will try it out later.

-edit- should be moved to [Sound] instead of discussion though.
 
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brkic1

FNG / Fresh Meat
Dec 15, 2011
51
0
0
Hey thx man the mod works online,i didnt like KF2 tracks so much so having KF1 music in is awesome for me,thanks again dude!
 

gr!D

FNG / Fresh Meat
Apr 25, 2015
1
0
0
Are you going to be releasing this method of replacing gamefiles that are packed into WEM files? I've tried umodel (Because it's UE), Dragon unPACKer, and other rippers/unpackers/repackers.
 

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
I've made an update to the pack which helps alleviate some of the long stretches of silence that could occur at the end of tracks. However, due to limitations, I couldn't eliminate them entirely, but any instances should be much shorter now. Just redownload it at the link above.

Is it possible for you to come up with a guide on this?
The current method isn't too complex, albeit somewhat tedious, but it has marked issues with track length that can cause long stretches of silence to occur, as noted. This is a fairly glaring issue, so I'll post instructions once I can figure out a way to circumvent the problem.

I just need the boss theme back.

Can we get one that just does that? Please
If you just want the Abandon All boss track replacement, only extract 666327332.wem from this pack.
 

Wondersmith

FNG / Fresh Meat
Oct 23, 2012
20
0
0
The current method isn't too complex, albeit somewhat tedious, but it has marked issues with track length that can cause long stretches of silence to occur, as noted. This is a fairly glaring issue, so I'll post instructions once I can figure out a way to circumvent the problem.
That may be my problem. I was testing out changing the menu theme, converted that to .wav, then .wem, but it never worked. Hrm.
 

Forsaken70

FNG / Fresh Meat
Apr 26, 2015
1
0
0
I am so confused with modding in SDK and how the .upk work. All I was trying to do was change the menu music. I imported the .wav file in and then I see Akevents, Akbanks, and no actual sound file for the original song. Do I have to link the new song with AKevent? Please HOW DID YOU CHANGE THE MUSIC
 

Wondersmith

FNG / Fresh Meat
Oct 23, 2012
20
0
0
Any update on how to exactly accomplish this?

I'm continuously stuck on converting a .wav to .wem, and just getting no music when I try to change the menu theme.
 

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
Any update on how to exactly accomplish this?

I'm continuously stuck on converting a .wav to .wem, and just getting no music when I try to change the menu theme.
The following is the tutorial I've written up including links to the tools I used, but be aware, there's still no way to overcome the fixed track length issue. Your track replacements should be of fairly equal length to the originals or else the game will play long stretches of silence if they're too short or cut your replacement off mid-track if it's too long.

The first step is to convert the songs you want into WEM format. Use the tools and instructions provided here under Step 2:
[url]http://www.reddit.com/r/leagueoflegends/comments/2qgjw0/summoner_announcer_packs_a_tutorial/[/URL]

You now need to rename your output WEM files to replace the original KF2 tracks. This is where things get tedious. KF2's music WEM files are located in the following directory:
C:\Program Files (x86)\Steam\steamapps\common\killingfloor2\KFGame\BrewedPC\WwiseAudio\Windows

However, they all use generic number names. In order to determine which numbers correspond to which in-game tracks, you need to open the "WwiseDefaultBank_WW_MACT_Default.txt" and "WwiseDefaultBank_WW_MAMB_Default.txt" text files, corresponding to the wave "Action" and Trader "Ambient" music. In either text file, scroll down to the "Streamed Audio ID" section. There, you'll see numbers paired with a KF2 track name on each line. These are the numbers that correspond to the generic WEM file names in the aforementioned directory.

For example, if you want to replace the instrumental version of Demon Hunter's Collapsing, you can see in "WwiseDefaultBank_WW_MACT_Default.txt" that "MUS_DH_Collapsing_Inst" is named "1068004181". Rename your output WEM file to "1068004181.wem" and paste it into the directory, overwriting the original. The game will now play your custom track. If you replace the instrumental versions, be sure you have vocals disabled in the Audio options.
 

Wondersmith

FNG / Fresh Meat
Oct 23, 2012
20
0
0
Much thanks, that helped a lot. I'm guessing my main problem was that I had no template to work with when it came to wwise?

But yeah, I appreciate it.
 

s1nk0

FNG / Fresh Meat
May 3, 2015
68
0
0
Thanks for this! So do you think it would be possible to mod other game sounds such as weapon sounds in the future? Would love to have a weapon realism sound mod soon.