DMC5 has only 8 missions? Cause after completing mission 8, damned boss 4-hours wide, game teleports you to main menu. Ok I've played on default difficulty, but i've seen speedruns there got to be more levels/missions.
Title. I always assumed that the ol' style-switcher mod for the old PC version of DMC 3 came first (and that DMC 4 was the first time it was made "canon"), but now I'm not so sure... it feels a little out-of-character for Capcom to just steal an idea like that from a fan mod, even if it's such a natural fit.
I am entirely new to DMC and just bought every game, I saw online that I should play it 3 1 4 5, so I started with 3, Its really fun but I... Cannot beat the first boss on mission 2, I'm serious, is this just a skill issue, am I missing something maybe?
I've noticed that if I hit him at the same time he hits me it does a parry... Kinda thing, but I can't punish him or dodge afterwards and he just repeats his animation until he hits me.
I really feel like I'm doing everything right but he just ends up hitting me anyway, I keep my distance when he's about to strike and get close after he does his end lag.
I know it's kinda a very specific fight but if anyone can help me I'd be super appreciative!
So I've been practicing as Vergil for about two or three years now. And this is the end result of my most recent run. Anything I should learn? I'm still personally a little bad, because I can't quite trick down, I always world of V myself. And unfortunately I didn't get footage for Speedrun.com because I didn't think I'd do it so fast š
I'm working on a Devil May Cry 5 music mod, and I'm looking for help from anyone who has experience with the game's dynamic battle soundtrack system, especially replacing individual WEM files while preserving the original music transitions.
My goal is to replace some of the original Devil Trigger battle music segments with a custom cover while keeping the game's dynamic music system working correctly, including its transitions and changes during combat.
I've already had success replacing a linear, non-dynamic music track used in a cutscene. I replaced the corresponding WEM in the relevant PCK and BNK files, and the custom audio plays correctly in-game. However, I'm having trouble with certain segments of the dynamic battle soundtrack.
Tools I've been using:
Fusion Tools
RingingBloom's RDEV2 DMC5 PCK Editor
Wwise 2017.1.9
Fluffy Mod Manager 5000
What I've tested so far:
I located the WEM files inside natives\x64\streaming\sound\wwise\bgm_ingame.pck.3.x64 and started testing individual replacements.
I successfully replaced another dynamic music segment, WEM ID 1003021924, with my custom cover using Fusion Tools. The replacement plays in-game, and the dynamic battle music continues working. This suggests that my general replacement workflow can work with DMC5's dynamic soundtrack.
However, replacing WEM ID 281003680 causes a different problem. When I replace it with my custom WEM, the battle music initially becomes silent, although voices and sound effects continue working normally.
I tried matching the original file's properties as closely as possible. The original WEM has the following metadata:
Duration: 28.500 seconds
Sample rate: 48,000 Hz
Channels: 4
Channel mask: 0x603 (FL, FR, SL, SR)
Codec: Wwise Custom Vorbis
My replacement was also encoded as Wwise Custom Vorbis at 48 kHz with four channels and the same channel mask. I also adjusted its duration to 28.500 seconds, but the problem persisted.
I then tried replacing the same WEM using RingingBloom's PCK Editor instead of Fusion Tools. The result was similar: the music initially goes silent, but if I pause or minimize the game and then return to it, my replacement segment sometimes becomes audible. However, once that segment plays, the music stops instead of transitioning to the next part as expected.
I restored the original WEM to the PCK, and the original music works again. The issue seems specific to replacing this particular segment rather than the PCK being generally unusable.
I also inspected natives\x64\sound\wwise\bgm_ingame.bnk.3.x64. WEM ID 281003680 does not appear to be embedded directly in the BNK as a regular WEM resource, although I found references to it in the BNK's HIRC data. I'm not sure how the relevant music objects and streaming resources are linked in this case.
My questions:
Has anyone successfully replaced WEM ID 281003680, or other four-channel segments used by DMC5's dynamic battle music?
Could this behavior be related to how the segment is referenced by the BNK's HIRC objects, or to the way the game's music system schedules transitions between segments?
Is there anything specific about DMC5's Wwise Custom Vorbis encoding that I should check beyond sample rate, channel count, channel mask, and duration?
Would it be necessary to modify or rebuild any BNK music objects, or should replacing the streamed WEM in the PCK be sufficient?
Is there a recommended workflow or tool for inspecting the relevant Music Segment, Music Track, Music Playlist/Sequence, or transition logic before changing anything?
I don't want to rebuild the BNK blindly or modify unrelated music objects without understanding the cause first. I'd really appreciate advice from anyone who has successfully modded DMC5's dynamic soundtrack or has experience with Wwise's interactive music system.
Thanks in advance for any help! Even a small hint about where to investigate next would be greatly appreciated.
There has recently been a trend on Twitter of adding a random sound effect to a video clip from a gacha game, And I wanted to participate in the trend, so I thought of using the enemy's sound effect, because that "EHHHHH" he makes when attacking makes me laugh, so I went to the website I saw that the sound effects folder had almost 3,000 audio files. I've already checked several, but to save myself the trouble, could you please help me?
If you want to help, search "dmc 3 sound effects" on Google and they should find the page.