Um... idk if you do request or not.... sorry if you don't..... i tried really hard to do it myself but couldn't get it to work..... would you be able to do a drakengard 3 bgm mod?
Sure i can try doing it, it might take some time since i might be busy. Just send me your music/bgm list matching to the place you want it at.
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This sound mod adds NieR vocal OST to Tera cities (Highwatch, Velika, Â Allemantheia and Kaiator) and Velika outskirts. Similar to the previous one, but just added vocal versions of the osts. I also have two versions of bgm for Velika outskirts: Song of the ancients- Atonement (vocal) or Amusement Park (Dynamic).
List:
Velika- Song of the Ancients Atonement (Vocal ver)
Velika Outskirts-Â Song of the Ancients Atonement (Vocal ver) or Amusement Park Battle version (Dynamic)
Allemantheia- City Ruins-Shade (vocal ver)
Kaiator- War War (vocal ver)
Highwatch- Peaceful Sleep and Pascal (vocal ver)
There are two downloads:
1. For vocal cities and Song of the Ancients-Atonement bgm for outskirts, it will be this main one:
This sound mod adds NieR OSTs into TERA’s main cities of Highwatch, Velika, Allementia and Kaiator. I try to match the bgms to the atmosphere and general theme of the location. For Velika, at the current patch, since it is ‘under threat’ from Lakan, I gave it a high beat bgm with vocal that sounds like angels, reminiscent of goddess velik.Â
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Megumin mod v2.0 - Explosion Chant set to mana charge
Well, i wanted to test something with sound modding (assigning a skill sound effect with a longer length than the skill cast time and also longer than the original sound effect time) to check if anything would break.Â
When i was doing the original megumin mod i didnt set out to do the chanting before the explosion, but since the chanting was rather long (longer than any skills in tera), i thought wouldn’t it be cool to set chanting to mana charge of sorc so meteor can be used right after for the immersion of really casting explosion. And this will allow me to test out what i wanted too.
So i did it and while it didnt turn out very perfect, its still quite alright. As usual, i had to silence 2 sounds from all female voices (Shot_L and Shot_M in PC_voices) in order to not ruin the mod sound. These 2 sounds give the ‘uhh’ when casting skills, so to silence for your sorcerer only, simply only keep the PCFemale_Voicexx.gpk in the PC_voices folder corresponding to the voice your sorcerer had in character creation, 00 for amani deep voice (choice 1 in char creation) till 04 for elin voices (choice 5 in char creation). You can delete the PC_voices folder from this mod, but the ‘uhh’ sounds will interrupt the modded sounds.
Someone was talking about having difficulties modding damage text on a certain discord and i got curious so i decided to do my own investigation
So after investigating, it seems like Ktera had patched in a orange tint for crit numbers some months ago and this tint is nowhere to be found in gpks. it seems like it might be a programmed tint instead of a gpk one, where the tint is just put over using codes instead of image files (.dds). Â The crit number uses the regular white number image with an orange tint pasted over it, but this affect crit images as well. For reference, the tint colour is orange with HEX code #ff9904 when the number color is used and #f69307 when a white crit image is substituted instead.
I am not sure of this so i hope someone can eventually find a better way to remove this tint without extensive efforts, which will be great:
Soooo... some solutions are attempted. One reasoning is that since a tint is applied, why not remove the tint colour from the image we want to use. SO I tried that and it kinda worked to an extent. However this is really hard to achieve to perfection. For this, i used GIMP 2 to modify the image i want to use, but photoshop is fine too. Pardon me for my noobness, but i’m no expert in image processing :P
i tried several ways to get rid of the tint but what worked for me best is using a channel mixer. The RGB values for the tint are (255,153,4) and using the channel mixer tool (at toolbar>colors>components>channel mixer), i set the red output channel to RGB(4,0,0), blue output to RGB(0,43,0) and blue output to RGB(0,0,98). untick monochrome and preserve luminosity. For example, the output channel here is blue and RGB is 0,0,98.Â
Anyway, having done that, i edited the .dds files from Texturedfonts.gpk with GIMP and then merged it with UThelper. After that, throw it into tera folder and booted it up. This is the result
Still the image isnt really perfect but at least it kinda resembles a feelsbadman emote now :P I really hope somehow someone works out how to damage mod properly again with the crit image being how it should look like without tints. Or improve the methods of obtaining better images. Or even look at what process is doing the tinting and somehow stop it, but that is like outside my know hows already x.x, i wonder if there is a packet that tells the client to tint tho. But i doubt it, else that way i can simply create a proxy module.
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Modifies Sorcerer Meteor with ‘Exploooooooooosion’ from Megumin. I only had a lowbie to test so it might break. or not. tell me if it does. Might sound wonky with high attack speed *thinking*. or not. Too bad i didnt find sound clip without that bgm.
This mod changes velika and highwatch bgm into bgms from Maplestory, with has nicer bgm in my opinion. If you wanna use other bgms or even songs (imagine highwatch with ‘Highway to hell’ bgm), you can try out modding on your own :D)
For Velika: it becomes ‘Maple Island-Maple leaf’
For Highwatch: it becomes ‘Queen’s Garden’ and ‘Temple of time’
3. Pick out the .gpk files you need. Make a Copy and paste them into a working folder. Do not just use the one in your tera install to prevent corruption of your install.
  - PC_Skills_xx.gpk  for skills sound effect, Older classes in PC_Skills.gpk, followed by PC_Skills_01 then PC_Skills_02.
  -Music folder for bgmsÂ
1. Â City_Town.gpk for the 3 main cities, Castanica and pora ellinuÂ
2. Expansion.gpk for northern arun bgm (Including Highwatch, which is named City_Monk_01,City_Monk_02 and City_Monk_Solo_02)
3. Village.gpk for other villages/towns
4. Ambience_field for zones outside of towns/cities/villages. Outskirts is at Amb_Grandeur_1 (2nd Amb_Grandeur from the top.)
  -PC voices folder for all character voices. 00 for deep amani voice and 04 for elin voices. Similar to Character Creation voice select.
4. Open the .gpk with terahelper, follow instructions. Press the ‘+’ and then search for Core.SoundNodeWave and click ‘+’ again. All the sound files are on there, use ‘ogg preview’ to listen to confirm the bgm/sound effect if the file name isnt clear enough. Export Ogg to extract the sound file and import ogg to import your sound file into the .gpk.
Use .ogg music file format to import your chosen sounds/bgm. Take note that you should use the same file size as the file you are replacing. File size(in bytes) can be seen in the info box when you click on a sound file on terahelper, under Data_size. This is because the total .gpk file should not exceed the original file size. If you need to reduce file sizes you can use audio editing softwares (I use audacity personally).
After that save (use rebuild mode incase of problems) it and put into _Packages folder (create a new folder, TERA\Client\S1Game\CookedPC\Sound_Data\_Packages) for the modded .gpk file so you do not accidentally corrupt your game files. If you used the music folder just remember to put into _Packages/Music
Note that if the game updates, the gpk files might be changed as a result and you will need to re-mod again. Certain files like bgms for towns and cities will rarely update, if at all. But often, new dungeons might change some files. Remove _Packages folder if you encounter any difficulties updating the game or starting the game after an update.