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QuomoZ

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Everything posted by QuomoZ

  1. Found it myself through binary search. I created a mod in Mod Organizer with only the resources from the vanilla Sounds.bsa file, an pinpointed the file by deleting half of the sounds at a time. When I'd launch the game and the sound didn't play, I would then add back the half I had deleted, and delete half of the files of that half... the process is recursive, and I did it until I realize the file was in the sound/fx/mag folder. The file is at sound/fx/mag/cloak and is named mag_cloak_active_lp.wav. It can be manipulated (and be configurable through MCM using conditions) via the sound descriptor VOCShoutFXSlowTimeActiveLPSD.
  2. After many months of inactivity, I started working on version 2.0 of my mod. I've now implemented all the features I thought were going to be difficult or time consuming, but I am struggling with disabling what I call "tunnel sound." You can hear the sound (or sound effect) I am referring to in this video (first death at seven second mark): I am not referring to the music sounds, as I know which files create those sounds (the files on data\music\special\failure) and I have already disabled all music after the player dies through a sound category. I am referring to the weird sound effect that is present throughout the whole death sequence. It's a weird sound, so I don't know how to describe it. Ideally I would prefer some way of disabling/setting the volume of this sound that allows the user to configure it through an MCM, but I'll take what I can get.
  3. I'm just passing by to express my excitement for this mod idea. I really hope this mod gets done. Hell, I'd even be happy with a version of the mod without some of the features advertised. P.s. I missed my chance to write this post during the anniversary of the thread creation by a few hours...
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