Deleted4363562User Posted February 23, 2017 Share Posted February 23, 2017 I figured out how to create a sound descriptor and keyword, and then link them for semi auto sounds, but I'm at a loss for how to do it with full auto. I also don't know how to make appropriate entries for NPC, 3rd person, silenced etc. Is there anyone who can give a run down? Link to comment Share on other sites More sharing options...
Deleted15964729User Posted February 24, 2017 Share Posted February 24, 2017 Fadingsignal explains https://community.bethesda.net/thread/63940?start=0&tstart=0 Link to comment Share on other sites More sharing options...
ablindm4n Posted February 24, 2017 Share Posted February 24, 2017 You can get by with following a vanilla weapon's audio very closely and just changing out the sound files. You might run into an issue with audio looping on your custom files since you will not be able to specify the necessary looping metadata in Audacity, you will need a program like Wavosaur to set the loop regions. More info on that here. Link to comment Share on other sites More sharing options...
KappyHamper42 Posted May 10, 2017 Share Posted May 10, 2017 I know this thread is old but has anyone found an easier way to change the rpm of a custom sound? Or is this how all weapon modders still implement their sounds? Link to comment Share on other sites More sharing options...
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