stuckie227 Posted September 9, 2011 Share Posted September 9, 2011 Hello, I have a question. I recently decided that after downloading a change-reload-sound mod, that there are a few weapons I want to revert back to their original reload sounds. I've already loaded the original sounds back (with new form ID's) into the geck sound list, but after looking under ART AND SOUND in the weapons data, I couldn't find a spot for reload sounds. So I searched around a bit, but I have no Idea where to look. If someone could help me, It would be greatly appreciated. Link to comment Share on other sites More sharing options...
GrindedStone Posted September 11, 2011 Share Posted September 11, 2011 Replacers typically only replace other content thru archive invalidation, not the .espThe mod you have would only need sounds in a .esp if they wanted to adjust how loud the sound is.Try unpacking whatever sound you didn't want to replace from the sounds.BSA Link to comment Share on other sites More sharing options...
stuckie227 Posted September 11, 2011 Author Share Posted September 11, 2011 Replacers typically only replace other content thru archive invalidation, not the .espThe mod you have would only need sounds in a .esp if they wanted to adjust how loud the sound is.Try unpacking whatever sound you didn't want to replace from the sounds.BSA Hello GrindedStone, Thank you for replying, but let me explain my situation a little more thoroughly. There are only two unique weapons that I created (They are: A renamed Chinese assault rifle with OP:A texture, and a renamed American Assault rifle with OP:A texture) that I wish to return to their original reload sounds. I have already used FOMM to unpack their original reload sounds from the .BSA file. But if you could explain how I could use archive invalidation to apply the vanilla reload sounds to just those guns, I would be very appreciative. Thank you for any assistance you can offer! Link to comment Share on other sites More sharing options...
GrindedStone Posted September 11, 2011 Share Posted September 11, 2011 (edited) Sounds work a little different than normal, but first you need to know what normal is. We'll start with project folders. meshes/MyProjecttextures/MyProjectsounds/fx/wpn/MyProject Inside the MyProject folder (which is named something unique & funny instead of MyMod or MyProject) For each item you make it gets it's own folder, though this is limited to the sub-project you were working on.For example you make a 10mm pistol mesh, textures, and sound. meshes/MyProject/10mmPiz/10mmPiz.niftextures/MyProject/10mmPiz/10mmPiz.ddstextures/MyProject/10mmPiz/10mmPiz_n.ddssounds/fx/wpn/MyProject/10mmPiz/ReloadSounds.wavsounds/fx/wpn/MyProject/10mmPiz/FireSounds.wav 10mmPiz is the sub-project here, anything to do with it gets that call sign, for no other reason than you being able to remember it later when you want to edit or add to it. You pick something silly an stupid for the name to make the project fun, instead of the reality of it being a bunch of hours of work. The more silly the better... Sounds are pretty simple, keeping with this rule. Just put all the sounds you want to use inside that sounds/fx/wpn/MyProject folder. Note that it has to be in that location. The GECK an game are somewhat particular to the actual installed location of the raw sound. Meshes you can put anywhere you like, but sound has to be in the right spot. weapons need to be in sounds/fx/wpn for the geck to play them, some radio an dialog needs to be in a folder named after the .esm, thankfully this is just weapons though. Okay so you install your weapons replacer sounds, now you need to create new sounds from the Vanila sounds that just got replaced. To start off you need to unpack those sounds. I would find the folder for that weapon an unpack the whole thing to the desktop. Then move those sounds to sounds/fx/wpn/MyProject folder. You don't have to use sub-folders. Quite often I just dump them all in one folder, but it's better practice to split things up for navigation reasons. You can also rename the files if it helps you remember which is what. Then for sound the best bet is to use GECK, so load up your mod with GECK. Find the original sounds that were replaced. Go to the weapon, an see in Art that this sound an that sound are used, then find those sound names in GECK by using the filter. Double click them to open, change the name. It would be useful here to put zzz at the start of the name to make it easy to find (it's always at the bottom of the list) however, it's popular an the name needs to be unique incase a script calls on that unique name, so add you area code to the end. zzzReloadAssaultRifle731 Though it isn't very likely that a script would call upon this name, you should at least know that scripts do that. Mostly it's on markers an in-game items. you can also use silly names to promote the chance of never being even near another name that a script might call on. Later on you'll have too many things in zzz, so use zzzz, lol . All you do is create new Form ID's for each of the sounds you put inside your sounds/fx/wpn/MyProject folder Then you would go to the weapons an set them to use these sounds. Since you are hear. ... Get it, hear, sound, lol... Static Attenuation, should be noted. This is what balances the raw sound to a standard of what is heard in the game. The rule is record your sound at whatever RAW gain or volume that is normal for you, this can be many times louder than what is ever used in-game. Then when you create the sound you can adjust the Static Attenuation to balance this new sound to the rest of the sound in the game. You save a lot of guessing an work by using similar sounds Form ID's to create new or custom sounds. Say it's a pistol gunshot sound. Open the 10mmPistol_2D Form ID, change the name, this creates a new Form ID but with the same settings, then you set the sound. Most of the time you can then just adjust the static attenuation, hit okay, open it up again, open up another gunshot sound like the 10mm or .44 cal Then play them an compare the sound while you adjust the static attenuation, on the old geck you have to hit okay in order for the attenuation to take effect so there can be a lot of hitting okay an opening it back up. You would need your speakers volume set to whatever you play the game on. I only make weapons the player character will use, so I don't have to worry about 3D sound, just 2D which cuts the work in half. You can also flag these weapons as PC only. Then if you wanted to make a NPC 3D weapon, then you could make the sounds for it too because you know it will be used. Edited September 11, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
stuckie227 Posted September 11, 2011 Author Share Posted September 11, 2011 Hello again, Here's my problem. When I look under Art and Sound for the weapons, no-where is there a place for reload sounds.There's everything else but that. So I have no idea how to apply the reload sounds to the gun. They're just sitting in the game files unused. I can apply the fire sounds, equip and unequip, pickup and put down, Idle sounds, etc. But there's no reload sound button. Link to comment Share on other sites More sharing options...
GrindedStone Posted September 12, 2011 Share Posted September 12, 2011 (edited) I'm just guessing that it's hard coded to the reload animation type. The sounds are all there, an you can replace them, but it seems like you can't create new ones. It could be inside the animation, but even if you were smart enough to edit that, you would still need to be able to create new reload types, which you can't. If I can avoid work, then I tend to avoid it. Weapons I make one model, one texture set, one 2D sound, and then set the iron sights. That's it, the least amount. I don't think it's productive to obsess on the little details. These games are wack like that, an then you have people that think they can't play until this tiny issue is fixed. Like HDR, it's broken, it ruins the color white or anything near it, but 99% of players use HDR, only because they "think" it has to do with grapical detail... I wouldn't even ever care to notice what the vanilla reload sounds are, much less if they were correct for the weapon or even sounded good. It makes a sound, an that's enough. Edited September 12, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
stuckie227 Posted September 12, 2011 Author Share Posted September 12, 2011 Alright, well thank you for your assistance. Yeah, I totally agree on your point about the little details. I try not to worry about them, but this was just a case where I wanted to see if there was something really simple I was overlooking.Thank you for your time and consideration, GrindedStone. Link to comment Share on other sites More sharing options...
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