TheAliasAlias
Refugee
I made a topic a little while ago asking for help opening bundle files. I've fixed that using AssetStudio. And I have created what I believe should be a functional mod to replace one sound effect.
I'm trying to replace the ui_hover.wav file in 7 Days To Die\Data\Addressables\Standalone\automatic_assets_sounds\ui.bundle.

I used the Unity3D Resource Bundle Multi-Asset Exporter to create ui.unity3d which contains one file, ui_hover.wav.
I then have a Config/sounds.xml file with:
<Sap>
<remove xpath="/Sounds/SoundDataNode[@name='ui_hover']/AudioClip[contains(@ClipName, 'ui_hover')]" />
<append xpath="/Sounds/SoundDataNode[@name='ui_hover']">
<AudioClip ClipName="#@modfolder:Resources/ui_hover.unity3d?ui_hover"/>
</append>
</Sap>
I've also tried default_hover, and a few other variations.
But, I can't get it to work in-game.
Is there an obvious step I'm missing? I'm not 100% sure on the pathing structure in the XML file?
Any help would be very much appreciated, as I can see myself spending a good amount of time replacing most/all of the sound effects in the game.
I'm trying to replace the ui_hover.wav file in 7 Days To Die\Data\Addressables\Standalone\automatic_assets_sounds\ui.bundle.

I used the Unity3D Resource Bundle Multi-Asset Exporter to create ui.unity3d which contains one file, ui_hover.wav.
I then have a Config/sounds.xml file with:
<Sap>
<remove xpath="/Sounds/SoundDataNode[@name='ui_hover']/AudioClip[contains(@ClipName, 'ui_hover')]" />
<append xpath="/Sounds/SoundDataNode[@name='ui_hover']">
<AudioClip ClipName="#@modfolder:Resources/ui_hover.unity3d?ui_hover"/>
</append>
</Sap>
I've also tried default_hover, and a few other variations.
But, I can't get it to work in-game.
Is there an obvious step I'm missing? I'm not 100% sure on the pathing structure in the XML file?
Any help would be very much appreciated, as I can see myself spending a good amount of time replacing most/all of the sound effects in the game.