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Adding custom sounds to custom weapons in CK


iconoclastts

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Hello everyone!

 

I have been scouring the forums and google looking for some more information on this but haven't found a whole lot, so if there is a post for this already I apologize. I haven't found very much other than replacing sounds that are already existing in the base game's .ba2 files, which isn't what I'm interested in doing at the moment.

 

What I'm trying to do is take a custom sound that I made and add it to a custom weapon in the CK, I've managed to get it done for the firing sound, but then that replicates for the suppressor firing sound on the weapon as well, I've tried playing around with the keywords but haven't really managed to figure it out yet.

 

Any experienced modders able to help shed some light on this situation, or are there any good tutorials on this out there? I have yet to be able to find any really.

 

Also if I have to use FO4edit that's fine too, just really want to figure out what needs to be done!

 

 

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I looked at that before and it's certainly helpful. I guess really what I'm trying to find out is what would I need to do in CK to give an item two different firing sounds (suppressed vs unsuppressed) I'm still digging aroud on my own to see what I can find out

 

Thanks for the link though, I appreciate the effort

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Ah sorry I didn't read properly.

 

Some guesswork, I would imagine the muzzle OMOD decides that.

These keywords are probably essential to it as well:

00054a67 s_10_player

00051747 s_20_silenced

Looking at the combat rifle these seem to be what overrides the normal sound.

001483F8: #mod_CombatRifle_Muzzle_Suppressor "Suppressor" [OMOD]
  Record Header:
    Signature: OMOD
    Record Flags:
    FormID: "001483F8"
  EDID - Editor ID: mod_CombatRifle_Muzzle_Suppressor
  FULL - Name: Suppressor
  DESC - Description: Suppresses sound from firing. Exceptional per-shot recoil. Improved recoil control. Poor range.

      - Property:
          Value Type: FormID,Int
          Unused: "00 00 00"
          Function Type: false
          Unused: "00 00 00"
          Property: Keywords
          Unused: "00 00"
          Value 1: "00054A67" #s_20_Silenced [KYWD]
          Value 2: 1
          Step: 0.000000
      - Property:
          Value Type: FormID,Int
          Unused: "00 00 00"
          Function Type: false
          Unused: "00 00 00"
          Property: Keywords
          Unused: "00 00"
          Value 1: "0016304E" #dn_HasMuzzle_Suppressor [KYWD]
          Value 2: 1
          Step: 0.000000
      - Property:
          Value Type: FormID,Int
          Unused: "00 00 00"
          Function Type: false
          Unused: "00 00 00"
          Property: Keywords
          Unused: "00 00"
          Value 1: "001E05D6" #HasSilencer [KYWD]
          Value 2: 1
          Step: 0.000000
      - Property:
          Value Type: FormID,Int
          Unused: "00 00 00"
          Function Type: false
          Unused: "00 00 00"
          Property: OverrideProjectile
          Unused: "00 00"
          Value 1: "001F1C3E" #Projectile357CaliberSuppressor [PROJ]
          Value 2: 1
          Step: 0.000000

  MNAM - Target OMOD Keywords:
    - "Keyword #0": "001790F7" #ma_CombatRifle [KYWD]
  LNAM - Loose Mod: "00185BE0" #miscmod_mod_CombatRifle_Muzzle_Suppressor "Combat Rifle Suppressor" [MISC]
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Yeah of course

 

What you need to do first is go into the Sound Descriptor section under Audio in CK, that's where you create the sounds you want for your weapon

 

Then you create keywords for them (ex for Deliverer the sound keyword is s_40_PistolCovert) so yours would be s_40_moddedgunname for the standard firing sound.

 

After that you'll create what's called a keyword link using the sound keyword mapping section. Here you add the keyword you created plus you'll also add the s_10_player keyword for the sound keyword map for your gun. Example (PistolCovertPlayer is the Deliverer's keyword map for it's sound when the player fires it. There are also keywords for NPC PistolCovertNPC and for suppresor fire too PistolCovertSilencedPlayer) - for suppressed weapons you'd actually use the keyword s_20_moddedgunnamesuppressed or something similar.

 

One good way to get an idea of the road map, load up a custom weapon in the ck, check out all of it's associated keywords, etc. this really helps to figure out what's going on there

 

I hope this was clear but if anyone has any questions you can always PM me and I'll do my best to explain it better.

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  • 3 months later...

Hi all, thank you for the tutorials.

In additional, I may have more question to ask if you don't mind.

 

- Can NPC and player has the same Firing sound? The actual sound not a file, I don't think it matter much right?

 

- I am looking to change the reloading sound for my custom Tri-magazine Missile Launcher, however; I can't find the Sound Keyword for the reloading (mag in and mag out). I tried to use Use Info on the sound SNDR files, it does not link to anything. Only the s_40_gunname which seems to be just a firing sound. I am unsure if it follows the same rule as the firing sound. Thank you.

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