Metal747 Posted July 1, 2011 Share Posted July 1, 2011 Ok so basically i was using the G.E.C.K and i was making my own little customized gun and i wanted to change the sound of the weapon and i did not happen to like any of the ones on the list..so how can i make my own unique sound file so i can use on the game? :D Link to comment Share on other sites More sharing options...
scrivener07 Posted July 1, 2011 Share Posted July 1, 2011 Never done anything like this myself before but maybe this page will hold you over till someone smart stops by. http://geck.bethsoft.com/index.php/Weapons snipped from linkArt and Sound Tab Inventory Image: The image the weapon is identified with in the inventory screen. Message Icon: The icon that appears on acquiring the weapon. Projectile: The projectile used by the weapon, found under Special Effects -> Projectile in the Object Window. Impact Data Set: Determines how the weapon affects different material types on impact. Reload Anim: The reload animation used for the weapon. Hand Grip: Determines how the weapon is gripped. Attack Anim: The firing animation used for the weapon. Shell Casing: The file containing the 3D model of the weapon's shell casings. Animation Type: Determines which animations the weapon can use. For more details on how this value can be used in scripts, see GetWeaponAnimType. Attack Sound: The sound form played when an NPC fires the weapon. Attack Sound (2D): The sound form played when the player fires the weapon. Attack Loop: The sound loop used when the weapon is fired. For instance, the Flamer and the Minigun use this instead of "Attack Sound." Attack Fail (No Ammo/Melee Miss): The sound form used by the weapon when it runs out of ammunition or, in the case of melee weapons, when it misses. Melee Block: The sound form played whenever the weapon is hit while blocking. Detection Sound Level: Volume of the weapon as it is fired. Add Destruction Data: Used to define what the weapon will look like when it's damaged. Idle Sound: The sound form played whenever the weapon is held. For example, the Flamer makes a hissing noise when idle. Equip Sound: The sound form played when the weapon is drawn. Unequip Sound: The sound form played when the weapon is holstered. Pickup Sound: The sound form played when the weapon is added to the player's inventory, or when it's equipped. Putdown Sound: The sound played when the weapon is removed from the player's inventory, or when it's unequipped. Now I direct you towards Skree000's explanation on adding a new form to link your new sound effect. hope this helps Link to comment Share on other sites More sharing options...
Metal747 Posted July 1, 2011 Author Share Posted July 1, 2011 Hmmm it helped a bit i learned some new stuff.but still looking to see how to open or add my own ;[ ..But thnx anyways :D Link to comment Share on other sites More sharing options...
scrivener07 Posted July 1, 2011 Share Posted July 1, 2011 Hmmm it helped a bit i learned some new stuff.but still looking to see how to open or add my own ;[ ..But thnx anyways :D If your looking for the vanilla NV sound assets extract them from the sounds.bsa in your data folder.http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_BSA_Commander Link to comment Share on other sites More sharing options...
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