sankojin Posted August 30, 2016 Share Posted August 30, 2016 I am trying to add a custom sound to my handgun mod that I have made. I have looked up tutorials and the ones that I have found just tell you how to over write a current gun. I want to add my own so that it doesnt over write a current pistol in the game. Does anyone know how to do this? I have tried looking at files of other peoples custom sounds for guns and I am totally lost. If someone could either help me out by walking me though this or pointing me some place that already has this answer that would be great. Link to comment Share on other sites More sharing options...
sankojin Posted August 30, 2016 Author Share Posted August 30, 2016 May be this is a better question. I made a .45 handgun. I have a custom sound file that I made and as of right now I have it set to do a sound swap with a 10mm pistol. I cant find the sound file for the 45 round in the ba file for the game. I only see the 10mm. Am I missing something? I just want to make the .45 round sound better along with my gun. Any ideas? Link to comment Share on other sites More sharing options...
Deleted15964729User Posted August 30, 2016 Share Posted August 30, 2016 Try looking for ForthyFive, the used that kind of naming for ForthyFour at least. Except sometimes they typod: WPN_PistolFortyFourWestern_Reload_Charge_01.wavWPN_PistolFortyFouWesternr_Reload_MagIn_01.wav EDIT: Did some poking around real quick. The .45 is used by the combat rifle, submachine gun etc right? If so these should have what you need: \Sound\WPN\RifleCombat\\Sound\WPN\RifleSubmachineGun\\Sound\WPN\RifleA\\Sound\WPN\RifleB\ Or check this screenshot of all weapons that uses Ammo45Caliber: http://i.imgur.com/CkH13gU.png If you are trying to ADD a new sound to a custom gun that uses the .45 Caliber and don't want to replace all .45 sounds you have to create more than one new sound (unless you recycle some of the vanilla ones). I suck at explaining but check these screenshots: Find a rifle that uses the ammo ie Combat Rifle, check keywords:http://i.imgur.com/NEkwl9J.png "Use info" on relevant keyword to bring up where it's used. Double click forms to open them:http://i.imgur.com/UYfdaAP.png Find the sounds and their "physical" location:http://i.imgur.com/IT1Mjrm.png Decide what files you want to change if any. Perhaps you will be satisfied with manipulating the output model or volume etc. Link to comment Share on other sites More sharing options...
sankojin Posted August 31, 2016 Author Share Posted August 31, 2016 That is awesome Kingtobbe. Thanks a lot! Link to comment Share on other sites More sharing options...
Mythos214 Posted February 11, 2019 Share Posted February 11, 2019 (edited) Wow, and I thought this was gong to be self explanatory once I got into the CK, WRONG! OF COURSE it has to be unnecessarily complicated.. like pretty much EVERY other step... So if I'm understanding all of this correctly, based on what I'm looking at here, the key word is what the weapon uses to attach a sound to it, and the "sound keyword mapping" is what attaches the new sound TO the keyword, and without "sound keyword mapping" the new key word will do nothing (?), which brings me to the issue I'm having which is whenever I try to.. "map a new sound keyword" by editing an existing map I get an error message telling me that the descriptor is invalid and I can't save the changes as a result... Unless the "sound keyword mapping" doesn't do anything and I don't have to worry about that, which doesn't make sense. EDIT: Found a tutorial on YouTube: Edited February 11, 2019 by Mythos214 Link to comment Share on other sites More sharing options...
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