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Modding MH:W
This wiki goes through the steps needed to extract and replace sound assets in Monster Hunter: World. This page is still very much a work in progress, and will be updated over time.
By following the instructions below, you can extract or replace in-game background music, sound effects (environmental, monster, weapon, etc.) and voice lines.
The primary containers of sound assets in MH:W are SoundBanks(.nbnk
) and File Packages(.npck
). The actual sound assets within these containers are .wem
s (Wwise Encoded Media), which can be encoded in Vorbis, XMA, or WAV. These are proprietary file formats that are created by the AudioKinetic's Wwise program.
The wwiseutil
tool can be used to inspect, extract and modify these containers.
- Vuze's WorldChunkTool
- wwiseutil-gui
- Audacity
- HCS's ww2ogg
- Go to your MH:W folder. This is usually at
C:\Program Files (x86)\Steam\steamapps\common\Monster Hunter World
. - Copy
oo2core_5_win64.dll
to thechunk
folder. - Open the
chunk
folder. - Copy
WorldChunkTool.exe
to this folder. - Drap and drop each
chunkN.bn
file ontoWorldChunkTool.exe
. This can take a long time and take up a lot of space on your machine.
The assets are now available in the created chunk folders. From a given extracted chunk folder, audio assets can generally be found in chunkN\sound\wwise\Windows
.
An ongoing project to map .nbnk
and .npck
files and the wems inside them to labelled in-game audio can be found in this spreadsheet. The name of the containers with specific wem
information are at the bottom, with "BankLevel" containing an overview of what each .npck
or .nbnk
is used for. Thanks to elliotbw and Asterisk for creating and moderating this spreadsheet. Thanks also to the following contributors and the rest of the MH:W modding discord community who worked on this labeling project: NaGel, ThePlotHole, JunkBunny.
In general, monster, environmental, weapon and voice audio live in .nbnk
files. Each monster or weapon usually has all of its assets (minus background music) in a single .nbnk
. Larger audio assets like background music generally live in .npck
files.
Currently, the wwiseutil
tool only supports replacing in .wem
files. So, we first have to convert our audio/music from it's original format (e.g. .mp3
or .ogg
). Audiokinetic's Wwise program can be used to convert any .wav
of your choice into the .wem
format for audio replacement. If the format of your original audio is not already a .wav
, you can easily have it converted with Audacity. You can follow the instructions found in this video to then convert any .wav
file into a .wem
.
- Open up
wwiseutil-gui.exe
. - Click
Open
and navigate to the target SoundBank(.nbnk
) or File Package(.npck
) that you want to modify. Keep note of the path to the file, excluding everything at and beforechunkN\
, e.g.sound\wwise\Windows\em118_se.nbnk
. - Click on the
.wem
that you want to replace. - Click
Replace
. Select the.wem
that you want to replace into this slot. This can be larger or smaller than the original. Just make sure that you don't manually pad the wem; the tool will automatically take care of that. - Hit
Save
. You'll want to save your file to the root MH:W directory, followed bynativePc\
then followed by the relative path you took note of earlier. You may need to create new folders to do this. For example, in my case I would save my file to: - Make sure wwiseutil is closed before starting up MH:W.
C:\Program Files (x86)\Steam\steamapps\common\Monster Hunter World\nativePC\sound\wwise\Windows\em118_se.nbnk
MH:W looks into the nativePc
folder before loading any assets. If a file exists there, it will load up that file instead of using the asset baked into the original chunkN.bin
. Your audio mod should now be ready! Depending on the asset you modified, you may either have to reload your map, or restart the entire game. Enjoy, and do file a bug if you run into any issues.
- Open up
wwiseutil-gui.exe
. - Click
Open
and navigate to the target SoundBank(.nbnk
) or File Package(.npck
) that you want to unpack. - Click on
Export Wems
and select a directory that you want the.wem
s to unpack into. There could be a lot of wems unpacked, so you might want to create a new directory to keep things organized.
Note that this step will eventually be taken care of by wwiseutil
in the future, when it supports playing audio and extracting to .ogg
or .mp3
natively in the GUI. If you knew how to, you could easily turn the following steps into a batch
executable that you could drag a folder of .wem
files to convert.
- Download and extract ww2ogg. The main things you'll need from the archive is
ww2ogg.exe
andpacked_codebooks_aoTuV_603.bin
. - Copy both files above into the directory where your
.wem
s were unpacked. - Open up the command prompt and
cd
into this directory. - For each
N.wem
run the following commandww2ogg N.wem --pcb packed_codebooks_aoTuV_603.bin
The wem will be output to that directory as a playable .ogg
, which you could listen to with a program like Audacity or VLC