bielefeldjustin Posted September 4, 2016 Share Posted September 4, 2016 (edited) Hello, I am having an issue with my gun mods. I will input the the gun in GECK, yet when I test out the weapon in game there is not shooting sound effect. All you can hear is the plinking sound of when it hits something. I'm not sure if I am doing something wrong in blender or what. Here is a basic understanding of what I have been doing. 1) Open weapon in blender make changes, than export it. 2) I open the file in nifscope, convert the it to the BSfadenode, save it into the Fallout vegas data mesh file 3) I made a 1stperson file in GECK, then select a weapon and apply the nif. Then I place it in game. I've done this to previous weapons and they are just fine, I'm not sure why all of a sudden this is an issue. I have searched high and low for a solution to this and cannot find one. Thanks for your help! Edited September 4, 2016 by bielefeldjustin Link to comment Share on other sites More sharing options...
GrimKusanagi Posted September 5, 2016 Share Posted September 5, 2016 Go to said weapon in the geck, click edit, click the Art and Sound tab. Make sure the Attack Sound (3D)Attack Sound (Dist)Attack Sound (2D) actually has a sound attached to it. Example: Attack Sound (3D) WEPRifleLaserFire3D I've been Nifskoping some weapons myself lately and if it is not that I have no idea without looking. Link to comment Share on other sites More sharing options...
bielefeldjustin Posted September 8, 2016 Author Share Posted September 8, 2016 (edited) Unfortunately I wish it was as simple as that. All my gun mods have appropriate attack sounds in GECK. 2 of them work just fine in game, the others do not. Its so puzzling, even when I test it out in game to try and see if I made a procedural error by creating a test gun. The sound still doesn't work. I cant tell if it something Im doing something wrong in Blender, GECK, or Nifscope. Edited September 8, 2016 by bielefeldjustin Link to comment Share on other sites More sharing options...
dubiousintent Posted September 8, 2016 Share Posted September 8, 2016 I've not heard of this in the context of sounds before, but this seems eerily similar to the "relative versus absolute" pathing problem with textures. Take a look at this entry on TESTG and see if it clarifies anything. -Dubious- Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 8, 2016 Share Posted September 8, 2016 Have you tried just clicking the 'use BSFade node' button when exporting from blender? It seems odd to need to convert it afterward when the button is already there under export settings. That and if weapons use an anim text like anim statics and creature animations do, you may want to double check it and make sure the cue for the sound is there. (I've only ever done 1 weapon and it was all in nifskope and I didn't want/need sound so I don't know if it's handled the same way.) Link to comment Share on other sites More sharing options...
bielefeldjustin Posted September 10, 2016 Author Share Posted September 10, 2016 Hey every one. Thank you for your suggestions. I tried checking the relative vs absolute pathing, but nothing from what I could see was out of place. Admittedly, I'm not sure if I have the level of knowledge to comprehend if there was something wrong. I tried to locate the the export BSfadenode button to do it directly from blender, but could not locate it. I might have an older version of blender that will not allow me to do that. Like I said thanks for your help, I really appreciate it. But I think this game just hates me for modding. Every time I overcome one technical problem, another just pops up out of nowhere. Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 10, 2016 Share Posted September 10, 2016 It should be on the right under shader options. If not, maybe look into a newer version of nifscripts. If the window that pops up with it is telling the truth, I'm running nifscripts v. 2.5.9 on blender 2.49 (b I think) and the button is right there and was recently at the center of a lot of my blender related misery. And I hate to say it, but fixing one problem just to run into another is pretty much a big part of the learning process. Keep at it and eventually the problems get smaller and easier to deal with. Link to comment Share on other sites More sharing options...
SGTbayk47 Posted September 17, 2016 Share Posted September 17, 2016 (edited) If you exported the weapon with Blender, it may have caused the Projectile Node to be named incorrectly. Usually by adding '.00'. If that is the case it's an easy fix. Open up your weapon mesh in Nifskope, and find the Projectile Node in the Block List, and if it reads 'ProjectileNode.00' just delete the '.00', like this. Oh, and about exporting as a BSFadeNode, these export settings are a safe bet, and I use them every time I export a weapon. Edited September 17, 2016 by SGTbayk47 Link to comment Share on other sites More sharing options...
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