NexusFiles Posted June 3, 2016 Share Posted June 3, 2016 (edited) The mod for lets say the pipegun has a set "SoundLevel". However, the projectile (.38) has a "VNAM - Sound Level" as well. When it comes to whether NPC hears the round go off, which matters the most? Edited June 3, 2016 by NexusFiles Link to comment Share on other sites More sharing options...
noahdvs Posted June 3, 2016 Share Posted June 3, 2016 The gun makes a sound, the projectiles also make a sound so that enemies aren't oblivious to bullets that come near them if the shooter is using a suppressor or is standing too far away. The loudest audible sound for an NPC is the one that matters most. If you're using a silencer on a pistol, the projectile will matter the most. If you're not using a suppressor and you're in hearing range of enemies, the sound of the gun will draw the most attention. Link to comment Share on other sites More sharing options...
NexusFiles Posted June 3, 2016 Author Share Posted June 3, 2016 The gun makes a sound, the projectiles also make a sound so that enemies aren't oblivious to bullets that come near them if the shooter is using a suppressor or is standing too far away. The loudest audible sound for an NPC is the one that matters most. If you're using a silencer on a pistol, the projectile will matter the most. If you're not using a suppressor and you're in hearing range of enemies, the sound of the gun will draw the most attention. So, whatever the loudest of the two is what they will hear? So, it is better to make them the same then. Link to comment Share on other sites More sharing options...
noahdvs Posted June 3, 2016 Share Posted June 3, 2016 The gun makes a sound, the projectiles also make a sound so that enemies aren't oblivious to bullets that come near them if the shooter is using a suppressor or is standing too far away. The loudest audible sound for an NPC is the one that matters most. If you're using a silencer on a pistol, the projectile will matter the most. If you're not using a suppressor and you're in hearing range of enemies, the sound of the gun will draw the most attention. So, whatever the loudest of the two is what they will hear? So, it is better to make them the same then. They will hear both I think, but the loudest audible sound will grab the most attention. Link to comment Share on other sites More sharing options...
tartarsauce2 Posted June 3, 2016 Share Posted June 3, 2016 (edited) removing the sound from projectiles will probably make for weird gameplay, I'd suggest not tweaking that too mucha projectile/bullet hitting a tin can will make a noise, you want this in realitythey might not know it was you, but they'll know something just went KAPOW right near them, or "plink!" near themI mean who wouldn't hear a small chunk of metal smashing something else right by their head?a suppressor is for making the sound less audible from where you actually are when you fire, the projectile sound is in regards to when it hits something I thinkso you should probably change the gun's sound mostly, but if you wanted to make quieter bullets who knows, maybe you could make something for that toobut for normal "quieter silenced weapons" just change the gun sound level - in this video at 3:01 you can hear the plink/TING! separate from the gunshot as an example (he shot a metal target plate)someone added rocks into the game via a mod so that you can use them to make noises in areas to distract enemies for instance so that they go and investigate the noise (so that they go to where the bullet/rock hit, instead of to you)like around 5:15-25ish, you can hear the shot, and you can hear the metal hit after (he's shooting at long range so the projectile takes longer to get to target so the reverberation from the shot is gone by the time the projectile hits a thing and makes noise)if you were standing halfway between him and his target (out of his bullet's trajectory) and you heard the gun go off to your left and the projectile to your right, sure you'd think of the guy firing the gun, but if you only heard the pellet go PING! to your right, that's where you'd go to investigate the mysterious noise Edited June 3, 2016 by tartarsauce2 Link to comment Share on other sites More sharing options...
crimsonmatrix Posted June 3, 2016 Share Posted June 3, 2016 I've yet to read any satisfying explanation of -how- exactly the AI determines when a sound should be detected and when it shouldn't. I remember making a post about it on the CK forums on Beth.net and not really finding a satisfying answer. I found that simply setting the Sound Detection Level to "Silent" on a pistol mod was enough to cause it to be undetected, while setting it to anything other than silent caused it to be detected equally as much. This was all with the pistol using the exact same sound effect. Simply put, I've yet to read any documentation on the feature from as far back as Skyrim that actually answers the question of how the audio detection by the AI works without speaking in huge abstract generalities. For example I've yet to see anyone mention specific values in game units for how close an NPC has to be to a sound as a base to detect it. I've yet to see anyone describe what changes the "Silent" sound detection level makes to the AI logic versus "quiet" versus "loud". Link to comment Share on other sites More sharing options...
jet4571 Posted June 3, 2016 Share Posted June 3, 2016 Theres a detection setting, high medium, silenced... that sort of thing that is separate from the sound itself. NPC's don't actually detect sound so you could give a rifle with a silencer a sound file that's louder than a mini-nuke but set it to silenced and they will react the same as any silenced weapon. That's how they determine to react to a sound or not. But you also have line of site and distance away but that is determining weather they get involved or not and is what prevents any fights downtown from drawing all enemies in the exterior from going to that fight. Loud would be the maximum size of that detection radius and quiet would be the minimum. So if you want something that will attract enemies in the room you are in and maybe the next room you would choose quiet, 2-3 rooms over you would choose loud. With the projectile it is the same thing except the radius is much smaller, quiet may attract the NPC right next to what you hit while loud may get the interest in an NPC on the other side of the room. I don't know the radius or the math involved but you can test it to determine what one to use by seeing how much agro and how far away with each shot. Link to comment Share on other sites More sharing options...
NexusFiles Posted June 6, 2016 Author Share Posted June 6, 2016 Theres a detection setting, high medium, silenced... that sort of thing that is separate from the sound itself. NPC's don't actually detect sound so you could give a rifle with a silencer a sound file that's louder than a mini-nuke but set it to silenced and they will react the same as any silenced weapon. That's how they determine to react to a sound or not. But you also have line of site and distance away but that is determining weather they get involved or not and is what prevents any fights downtown from drawing all enemies in the exterior from going to that fight. Loud would be the maximum size of that detection radius and quiet would be the minimum. So if you want something that will attract enemies in the room you are in and maybe the next room you would choose quiet, 2-3 rooms over you would choose loud. With the projectile it is the same thing except the radius is much smaller, quiet may attract the NPC right next to what you hit while loud may get the interest in an NPC on the other side of the room. I don't know the radius or the math involved but you can test it to determine what one to use by seeing how much agro and how far away with each shot. Why is the default for the suppressed assaultrifleproject set to normal rather than quiet / silent? Kind of odd. Link to comment Share on other sites More sharing options...
crimsonmatrix Posted June 6, 2016 Share Posted June 6, 2016 Theres a detection setting, high medium, silenced... that sort of thing that is separate from the sound itself. NPC's don't actually detect sound so you could give a rifle with a silencer a sound file that's louder than a mini-nuke but set it to silenced and they will react the same as any silenced weapon. That's how they determine to react to a sound or not. But you also have line of site and distance away but that is determining weather they get involved or not and is what prevents any fights downtown from drawing all enemies in the exterior from going to that fight. Loud would be the maximum size of that detection radius and quiet would be the minimum. So if you want something that will attract enemies in the room you are in and maybe the next room you would choose quiet, 2-3 rooms over you would choose loud. With the projectile it is the same thing except the radius is much smaller, quiet may attract the NPC right next to what you hit while loud may get the interest in an NPC on the other side of the room. I don't know the radius or the math involved but you can test it to determine what one to use by seeing how much agro and how far away with each shot.Thing is I tried testing it one day a long while back, and at least outdoors, the difference between quiet and loud is non-existent as far as I could tell. I stopped testing as the CK wiki launched, and I was hoping eventually they'd post up some documentation on it. Silly me. Link to comment Share on other sites More sharing options...
NexusFiles Posted June 16, 2016 Author Share Posted June 16, 2016 How about this.... You have a bolt pipe rifle with a .50 receiver mod that has an attribute of "overrides projectile" into a "Pipe50CalProjectile". Then, you have a suppressor that has its "overrides projectile" into a separate "AssaulRifleSuppressor" projectile. Out of the two, who wins the projectile battle? Link to comment Share on other sites More sharing options...
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