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Using RE_Kenshi to mod sound banks

Bryden Frizzell edited this page Feb 15, 2024 · 7 revisions

Kenshi uses a sound engine called Wwise.
With RE_Kenshi, it is possible to replace existing sounds as well as add new ones.
This is done by creating a soundbank (.bnk file) with the sound(s) you want to add/replace.
Important note: Kenshi appears to require 44.1khz files. For best results, use 44.1khz .wav files.

Download and install Wwise 2014.1.3 here:
https://wiki.totalwar.com/w/Wwise_-_Audio_Modding

In RE_Kenshi's menu, open the DEBUG LOG tab and enable logging of audio IDs/events/etc.

image

Audio event names/etc will now be printed to the DEBUG LOG the first time they are used. Use this to find the name of the audio event you wish to change.
Note: this negatively impacts performance, so only leave this enabled while you're using it.

image

Open Wwise and create a new project.

new_project

Drag your sound file onto the Actor-Mixer Hierarchy Default Work Unit and hit "import".

import_sound

Next, go to the "events" tab, right click on the Default Work Unit and create a new Empty Event.

new_event

Select your newly created event, and make sure it's name is identical to the Kenshi sound event you want to replace/add. In this example, I'm using the "Hover" event, which is triggered by hovering the mouse over the main menu buttons. (tutorial on finding event names coming soon!)

name_event

With the "Event Editor" still open, go back to the Audio tab and drag your sound sample onto the event's action panel.

add_sound_to_event

Go to the "SoundBanks" tab and right click on Default Work Unit and create a new soundbank.

new_soundbank

Double-click your newly-created soundbank to open the SoundBank Editor

open_soundbank_editor

Go back to the "Events" tab and drag your event onto your soundbank's hierachy inclusion panel

add_to_soundbank

Go back to the "SoundBanks" tab, right-click on your soundbank, and click "Generate Soundbank(s) for current platform".

generate_soundbank

This will generate your .bnk file. The default output location is: Documents/WwiseProjects/<Project Name>/GeneratedSoundBanks/Windows
Copy your soundbank file to your Kenshi mod's directory. Create a file named "RE_Kenshi.json" at the root of your mod's folder.

{
	"SoundBanks": [
		"$(modroot \"sound_test\")/New_SoundBank.bnk"
	]
}

(Proper documentation on the format of this json file is coming, for now, here's an example)

create_mod_json