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fallout new vegas certain gun sounds missing


LortShmagool

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Hello, I'm currently having this issue within New Vegas that has gotten pretty annoying as of recently. My problem is that some gun sounds are completely missing (such as energy weapons, plasma weapons, the anti-material rifle, and this machine) When some of these guns are shot all you can hear are the bullets hitting the ground if you are close enough. I have quite a bit of mods installed, here is my load order:

 

Also a video showing the issue:

https://youtu.be/Iy79reamQ0M

 

Any help would be greatly appreciated.

 

0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CaravanPack.esm
YUP - Base Game + All DLC.esm
10 a Fallout3.esm
11 b Anchorage.esm
12 c ThePitt.esm
13 d BrokenSteel.esm
14 e PointLookout.esm
15 f Zeta.esm
16 10 taleoftwowastelands.esm
17 11 FCOMaster.esm
18 12 Project Nevada - Core.esm
19 13 IWR.esm
20 14 Project Nevada - Equipment.esm
21 15 Project Nevada - Rebalance.esp
22 16 Project Nevada - Cyberware.esp
CommonwealthSurplus.esm
23 17 NevadaSkies.esm
24 18 CFWNV.esm
25 19 Weapons.of.the.New.Millenia.esm
YUP - NPC Fixes (Base Game + All DLC).esp
26 1a TTW_AnchorageCustomization.esp
27 1b TTW_Reputation.esp
28 1c TTW_StartupMenu.esp
29 1d ttw_wildwasteland.esp
Mission Mojave - Ultimate Edition.esp
30 1e FCO - NPC Changes.esp
31 1f outsidebets.esp
32 20 All Weapon Sounds Overhaul .esp
CommonwealthSurplus - LevelList.esp
CommonwealthSurplus - Sounds.esp
33 21 The Mod Configuration Menu.esp
34 22 PracticeMakesPerfect.esp
35 23 DYNAVISION 3.esp
36 24 UpgradesFromTheCommonwealth.esp
FCO - GlowingOne.esp
37 25 NCROverhaul.esp
38 26 FCO - OHSB NPC Edits.esp
FCO - Russell.esp
39 27 TTWVaultSuitHotfix.esp
40 28 FOVSlider.esp
41 29 IWR - Rebuilt.esp
42 2a Distributed Necklaces and Chains.esp
43 2b NevadaSkies - TTW Edition.esp
44 2c NevadaSkies - Ultimate DLC Edition.esp
45 2d NevadaSkies - Basic Edition.esp
46 2e Weapons.of.the.New.Millenia.Leveled.Lists.esp
47 2f Weapons.of.the.New.Millenia.Store.esp
48 30 PowerArmorSize.esp
49 31 boa ncrpahelmet.esp
50 32 Boacombat2glove.esp
also, if this issue is not in the right category or something I will remove it, I'm a little new here and am just looking for help with this annoying bug.
Edited by xMetallicaMan
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Move the All Weapons Sound Overhaul to the bottom of your load order. You should also consider downloading FNVEdit to make a merged patch for the sake of stability and helping mods work together better. I would make on extra esp. for use with x-edit or the GECK to save changes to that you might want to make. For instance, I downloaded a mod with some new weapons in it. Some were missing looping animations for the automatics and things like that I had to fix or some I just wanted to change damage, ammo types, or whatever. You can make a weapon hold more ammo, adjust damage, change the sound if you want. I made the Uzi from one mod do a bit less damage, but, made it fire much faster. Another was to loud and I made it a little quieter. :smile:

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All of the following may not apply to your specific situation, but are worth repeating anyway.

* Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message.

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than both of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. "LOOT" does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Master" errors as well.

* Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW).

* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version. (You only want to use the one "Nevada Skies - TTW Edition" file for example.)

As mentioned by Fkemman11, you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

-Dubious-

Edited by dubiousintent
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Thanks for your guys' replies. I did end up making a merge patch with FNVEdit, but it turns out the problem lied with the All Weapon Sounds Overhaul mod, which is ironic because the reason I installed this mod was because I had this issue in the first place. Maybe the mod was just conflicting with another mod that LOOT couldn't pick up?

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A note about LOOT. Use it as a "loose" guide to order your mods. Very often when I run LOOT, it will order my mods decent enough. But I always have to change the order manually because I know certain mods need to be somewhere other than what LOOT does. I know this doesn't make much sense, but, that's the way of it. I don't mean this to sound like LOOT is faulty or isn't useful- because it is for general ordering of your mod list. Through tinkering with my mod list, I finally got to the point of knowing my load order better than LOOT does through moving and testing. LOOT is a useful tool, but don't rely on it too much. There are some guides here on this site and elsewhere to give ppl a decent idea of what types of mods should go where in their mod load order. A good rule of thumb that I follow when modding any game is to try to not have several mods that make too many changes to the same things. One mod for sound, one for npcs, one for weapons, ect. Following this pattern has saved me from many headaches. As one learns more about modding and their game, they can start to pile on more.

FNVEdit is what u should use to find conflicts between plugins.The way to see this is to load every mod you are using and right click on anything in the list and go to filter to show conflicts. After a little bit, you should see all conflicting mods in red. The rule of one means that the last mod to change a record in the game wins. So say you have a weapon that has one mod making one change and then another mod making a later different change. Only the last change by the last mod will work or appear in game. The way the merge patch works is to add both changes at the same time in the merged patch. But, even a merged patch will not help some mods work with everything and some mods cannot have certain changes they make overwritten by others in order for them to work properly- if at all. This is why ppl will sometimes suggest moving a mod down in your list in order for its changes to "win" and not be overwritten by anything.

You can save yourself some time when downloading a mod by checking for known conflicts either reported by the author or other users. This means that there may be other mods that simply do not work with that one -as far as anyone who tried can verify. Also check the mod's post section for more clues about compatibility with other mods or issues with the mod itself- if there are any. Sometimes a mod's author will suggest where their mod should go in your load order. Sorry if you already knew this. Just some things I've learned over time and am still learning. Good luck and happy gaming. :thumbsup:

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