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trying to add sound files


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Well I'd start with unpacking a similar sound file with FOMM

 

Then right click it, an properties, then go to the tab to the right

 

and note the details, like is it recorded in 1 or 2 channel, also the

 

sample rate an other stuff. I'd use whatever the fallout ones are using.

 

But that doesn't stop us from recording "pew pew" gunshots 5 seconds long

 

at 48kHz.

 

 

 

Sounds is pretty easy, in the part that lists the stuff that GECK has

 

You go to the Misc, then down to sounds, everything in this sound list

 

is the list for available sounds to pick. I haven't seen the dialog set up stuff

 

I just do gunz, but anyways the trick is you know you're going to make a voice over

 

So find a kind of the same voice then double click it to open it up

 

 

 

first thing rename it, so when you hit okay it creates a new form (rather than replace the original sound or item)

 

Pick a name that will make it stand out on the list, or be at the top of the list, or at the top of the part of the list

 

that deals with what your making, this is just so you can find it later

 

the reason you open a existing sound, is that there are some settings in there you will hopefully bypass

 

kind of like the way we duplicate a cell before building a world space, just to copy the light settings an save time

 

In your data folder you make a new folder in sounds/fx/voices/MYCUSTOMNAMEDFOLDER

 

something like that, but you know it doesn't matter where you put it so long as before you create the new form

 

you make the new form point to your new sound.

 

 

 

I'm not sure, but it could be the voices are not in GECK an are hard coded just like weapon animations an a few other things

 

and therefore you're not able to mod it, even then it's just limited to a certian number of slots for voice sound

 

and you would just have to bypass it from using a not so important voice, replace the file with yours then change

 

the NPC that used that sound.

 

 

 

There could be another way to do it, but I figured it was just like all the other sounds, that get thrown in the sound list group.

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