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How can I adress the longsword swing sound to all claymores?


WilliamTael

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I really hate the absurdly unrealistic sound that claymores make on this game.

They sound like you're swinging a big tree trunk around.

Swords never make that kind of sound in real life.

So I would like to know some way to address the longsword swing sound to all the claymores.

Edited by WilliamTael
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I took a look in the Construction Set under sounds as it must be there and I did find swish sounds for all weapon types:

 

All sounds in the game are stored at: Oblivion\Data\Sound\ but as default, they are packed in the "Oblivion - Sounds.bsa" but it is irrelevant, well not if you want to use the 1h sword sound that is and then you need to unpack that sound with the Bsaunpacker or DL a complete new sound from the web

 

WPNSwishLargeX might be the object and that sound is located at \fx\wpn\360lofi\swish\large\weapon_swish_large_x.wav

 

It might also be WPNSwishLarge that is located at \fx\wpn\large\

 

You have 2 different ways to change it.

  • Place your own sounds in those locations
  • Use Construction Set (CS), make a new mod and go to Miscellaneus\Sound in CS and change those 2 objects and if you do not like the new sound, just uncheck your new mod and delete it.

Learning to use CS is the best thing you can do really as a TES Gamer as then you can make anything and get everything in game to work exactly the way you want it to work.

 

Another way is to check if someone else made a mod that do what you want so have you checked the sound section at Nexus?

Edited by Pellape
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I took a look in the Construction Set under sounds as it must be there and I did find swish sounds for all weapon types:

 

All sounds in the game are stored at: Oblivion\Data\Sound\ but as default, they are packed in the "Oblivion - Sounds.bsa" but it is irrelevant, well not if you want to use the 1h sword sound that is and then you need to unpack that sound with the Bsaunpacker or DL a complete new sound from the web

 

WPNSwishLargeX might be the object and that sound is located at \fx\wpn\360lofi\swish\large\weapon_swish_large_x.wav

 

It might also be WPNSwishLarge that is located at \fx\wpn\large\

 

You have 2 different ways to change it.

  • Place your own sounds in those locations
  • Use Construction Set (CS), make a new mod and go to Miscellaneus\Sound in CS and change those 2 objects and if you do not like the new sound, just uncheck your new mod and delete it.

Learning to use CS is the best thing you can do really as a TES Gamer as then you can make anything and get everything in game to work exactly the way you want it to work.

 

Another way is to check if someone else made a mod that do what you want so have you checked the sound section at Nexus?

Thank you a lot! I've used OBMM to extract the sounds on Sounds.bsa, I've found the swish large X file (the one I need to replace with the one hand sword sound), deleted and replaced it with the renamed one hand sword sound, but now I have no idea on how to replace the original file with the one I want on CS.

I don't know how to create mods.

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Did you click Use Construction Set as it explains how to make the whole bloody game. :D It has tutorials for everything.

If you wanna learn it we also have a separate forum here for it: Oblivion Construction Set and Modders but that is also IF you wanna learn it.
If you want someone else to do it, we also have a section called: Oblivion Mod Requests but honestly, coming over the first chock of open the CS and start to using it, slowly but steady is the best thing you will ever do. All Mod Makers had to do the same journey as you are not alone and we do have several helpful players and mod makers here that will guide you.

 

I never forget the first time I did open CS for Morrowind. I got panic, started to sweat, got a bloody headache and closed it but as I am a bit stubborn, I did opened it again a couple of days later, took a deep breath and slowly learned it and I became a mod maker. But I did feel it was a bit hard at first but now it is a piece in a cake 16 years later and i can make anything possible as it is only my own imagination that is my biggest enemy.

 

CS is like a bloody forest filled with trees. As a lumberjack, you cant cut down all tress at the same time as you can only take one and then the next or one step in a time if you climb a stair. Well going down, you can try to take all steps in one jump but I do not recommend it.

Edited by Pellape
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ff

 

Did you click Use Construction Set as it explains how to make the whole bloody game. :D It has tutorials for everything.

If you wanna learn it we also have a separate forum here for it: Oblivion Construction Set and Modders but that is also IF you wanna learn it.
If you want someone else to do it, we also have a section called: Oblivion Mod Requests but honestly, coming over the first chock of open the CS and start to using it, slowly but steady is the best thing you will ever do. All Mod Makers had to do the same journey as you are not alone and we do have several helpful players and mod makers here that will guide you.

 

I never forget the first time I did open CS for Morrowind. I got panic, started to sweat, got a bloody headache and closed it but as I am a bit stubborn, I did opened it again a couple of days later, took a deep breath and slowly learned it and I became a mod maker. But I did feel it was a bit hard at first but now it is a piece in a cake 16 years later and i can make anything possible as it is only my own imagination that is my biggest enemy.

 

CS is like a bloody forest filled with trees. As a lumberjack, you cant cut down all tress at the same time as you can only take one and then the next or one step in a time if you climb a stair. Well going down, you can try to take all steps in one jump but I do not recommend it.

 

Thanks, but I found out that I just needed to place the folder structure and the wav file on the FX folder inside Data (using only Windows). Now the claymores sounds more like they should sound!

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(Edit we typed at the same time) :D

 

By the way:

When Oblivion came out, we all old Morrowind mod makers got so damn frustrated when we tried to mod Oblivion as the first thing we wanted to do was to make texture exchanger's and the bloody game refused to use our new textures. :wallbash:

 

So how did we solve it or rather how do we solve it today? Well there are 3 different ways and the easiest way is to use SkyBSA as it will force the game to look at your files first and in the bsa later, not vice verse. It is the same for all types of files and if you renamed the sounds, put them at the right spot, it will not matter until you use 1 of the 3 ways to get around it. I will not mention the 2 old ways now as they are irrelevant these days.

 

I think it was Qarl that figured it out first in my old community and then he informed us how to do it.

Edited by Pellape
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As Pekka pointed out originally, there are two ways to replace that sound. The more complicated way uses the Construction Set, as outlined in the resources linked above. The simpler way just involves extracting a file from the vanilla game Oblivion - Sounds.bsa, renaming the file to match the file you want to replace and then placing that renamed file in the correct folder path in your game (NOT in the vanilla game Oblivion - Sounds.bsa).

 

BSA Unpacker is the very same tool that comes in Oblivion Mod Manager (OBMM) ... you just don't need to start all of OBMM just to extract a file. Sounds to me like you got that far in any case (extracted the file you want from Oblivion - Sounds.bsa) ... now all you need to do is rename it to match the one you want to replace and then create the proper folder path in your game's Data folder (it will probably not already have those folders because the vanilla game uses the sounds from Oblivion - Sounds.bsa).

 

The last part to getting this "replacer" method to work is archive invalidation (something you can do in OBMM). Open OBMM and click Utilities and select Archive Invalidation. In the Archive Invalidation dialogue select BSA Redirection and if you use the Steam version of the game click on Reset BSA Timestamps. Finish by clicking on Update Now and close OBMM.

 

If you put you renamed the replacement file correctly and placed it in the correct folder path you should now here it in game.

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- Edit - Not sure how I managed to double post, but it seems I have been :ninja: 'ed by the pair of you (which would make me well and fully ninjaed at this point).

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Me too as I did that when I helped Dimitri, damn forum is broken... :wink:

I do not agree with Striker about the OBMM validation method as it gave me problems as that is the way 2 to solve this problem and there is also a third way called Validation Invalidation where we add the files in a textfile as a list. Doing it the latest way instead with SkyBSA in the ONLY way that works 100% for me and I tried all 3 ways a week ago and then I got so damn frustrated I made a post about it, remember? :wink:

BSA Validation is a bloody damn jungle that causes problems for honest modders and players. :wallbash:

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