Watch Dogs 2 — Community Tools & References
Curated community findings and modding references. Sources: Discord logs, research notes.
Anti-tamper: WD2 uses Denuvo — see Denuvo analysis.
Gun Sounds (Mel Breezy, Pesky Fly)
Gun sounds are NOT in patch, patch2, common, or sound.dat. They live in san_francisco archive in bnk format.
Mod workflow: Open weapons.lib → find weapon sound IDs → load bnk with FusionTools → export hidrc → find sound IDs (wem/bnk).
Custom Music Radio (Nevon)
Custom radio stations are possible but need native audio integration. Nevon's approach:
- Swap OverrideBus to native one with FusionTools
- Import 6 hierarchies from donor
.bnk(4 attenuation, 2 settings props, actor mixer) - Now has proper ducking with dialogues
- Switch & Layer containers, at least 1 more SoundSFX, 4 FXCustom and FXShareSet
Tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=3448173007 (uses Wwise 2015.1.9 — higher versions cause silence).
Police Mod (Yorpie)
Nearly complete FBI faction overhaul. Key findings:
- DRL vs flasher conflict: Setting lights as flashers stops them working as DRLs
- Pursuit difficulty: Only easy and medium used in free roam
- Elite/Mayhem: Max 4 enforcers spawn, unlimited in pursuits/gangs/ops
Unused Vehicles (Pesky Fly)
Unused or barely used in traffic:
Agile.04.04_Reward.ForCarOnDemandAgile.04.MintAir.Helicopter_01(civilian)Bike.01.01_AuntiShyBoysBicycle.Bicycle_02(electric — added to university area)- Convoy (completely unused before Yorpie added it)
- Magnate, Blume/Proviblue armored trucks
Model Scaling (Pesky Fly)
vectorNonUniformScale on graphickit_parts: (height, width_side, width_front)
5, 1, 1— super tall1, 5, 1— super wide from side (back to front)1, 1, 5— super wide from front (left to right)
Reticle Fix
uihudelementcontextsdbobject.lib controls reticle visibility. Delete from patch3 to get reticle back when unarmed.
.rml Files
Have an additional header before the NBCF format — must be removed before ConvertBinaryObject can open them. Content is often gibberish anyway.
Cut Content
- Blume Security truck model is WD1, not WD2 (commonly confused)
- "The Future Is Blume" mission has two guard models (normal + fat) — possibly removed
- Loot truck event spawn pool can't be randomized between Proviblue/Greystrom/Blume
- S01_M2_CA_Park_n_Play_Intro_TS: Cut intro dialogue — extended Wrench/Sitara intro
- S01_M2_CE_MP1_HackerSpotted_TS: Unused dialogue
- S01_M2_NewClothes: Cutscene with Sitara commenting on Marcus's new outfit
- Post-white-room cutscene: Josh telling a joke, was to play after tutorials
- Prime Eight Raid (
TeamSpeakPrime8): Cut UI section with Prime Eight channel controls - s03 = Cyberdriver DLC, s05 = not in first-release base files, s06 = DedSec XXX (not in leak)
- First patch.dat/patch.fat preserved by SlyCooperReloadCoded (119 MB) — Horatio dialogue changes visible
WatchBox (Cut Scene Authoring System)
In the leak at data/WatchBox/. Cutscene/sequence authoring and remote playback system — NOT a level editor.
- 284 scene files for
san_francisco(every mission cutscene s01–s18, drone/street/yacht races, E3 demos, turntables) - 59 in
gym_mabelleau(greenscreens, PGV/SOI/WS pre-renders, foreshadowing) - Connects to running game via TCP (localhost:7913, PS4, X1, Xbox 360)
- Plans orchestrate event chains: SetEnvironment → SetScriptedTimeOfDay → TeleportPlayer → LoadMissionLayer → DominoStartSequence → WaitForQualitiesLoaded
- Video capture pipeline: screenshots → ffmpeg (libx264, 1280×720, CRF 20) → .mp4
- 123 thumbnail JPGs, 34 tags (S01–S18, Cinematics, E3, CUT, FPScenes, GreenScreens, Stolen Footage, The-Wrench, Turntable), 21 markers, 46 events
Album Art & UI Texture Paths (Cali Sav)
- Album art:
dlc_ultra_textures\common\ui\fire\sources\textures\ingame\apps\mediaplayer\albumart— 140×140 DXT5.xbt - Car on demand decals:
common\ui\fire\sources\textures\ingame\apps\carondemand\sourcepattern - Weapon paintjobs:
common\ui\fire\sources\textures\ingame\shops\menu_weapons\weapon_paintjobs - 3D Printer weapon icons:
common\ui\fire\sources\textures\ingame\shops\menu_weapons - RC drone paintjobs:
...menu_weapons\rc_drone_paintjobs - RC jumper paintjobs:
...menu_weapons\rc_jumper_paintjobs - Map icons:
common\ui\textures\icons - Weapon decal texture maps:
installpackage\graphics\weapons\weapon_decal
Radio Station Hashes (exp0t/yotta_imoto)
Full JSON at exp0t/wd2-radio-hashes (77 songs, 5 stations). Schema: {artist_id, artist_name, song_id, song_title, song_hash} (decimal FNV1a32).
| Station | Songs | Genre |
|---|---|---|
| Bay City Pop KBY-FM | 15 | Pop |
| Rock The Bridge K66-FM | 18 | Rock |
| DedSec Pirate Radio | 17 | Electronic/Hip-Hop |
| Radio Bay Nation KBNT | 19 | Country |
| Las Ondas De La Ria KODR | 8 | Latin |
Spawn Distance
Spawned archetypes despawn when player is ~250 meters away.
WD2 Audio File Conversion
WD2 audio packages contain .Unknown files that are actually WEM (Ogg Vorbis) audio.
Conversion Pipeline
- Unpack audio package:
WD2Extract.exeonsound.dat/sound.fat - Rename:
.Unknown→.wem(they are WEM files with wrong extension) - Convert: Drag
.wemfiles intoUnktoWem.bat→.wemfiles with correct headers - Play/Extract: Use wem→ogg conversion tool to get playable
.oggaudio
Notes
- The
.Unknownextension is a quirk of the WD2 extraction tools — the underlying format is standard WEM (Ogg Vorbis). - Multiple audio packages may exist (
sound.dat,sound_english.dat, etc.).
Related
- blender-io-disrupt addon — Blender 5.0 add-on: import/export/inject XBG/GLM models, HKX collision, .material.bin
- Archive Load Priority — per-game archive order
- Hashing (CRC32 / CRC64_WD2) — hash algorithms
- Vehicle Handling — DriveConverter, .handling.bin ↔ XML
- Depload Format — resource dependency/preload tables