Stupidusername2 Posted February 9, 2019 Share Posted February 9, 2019 for some unknown reason the sound effect for an enemy cocking the hunting rifle plays at full volume no matter where i'm standing, so long as i'm able to hear the hunting rifle the sound effect will always play at full volume not taking distance from the sound effect into account here's my load order:(and yes it is in order) FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1YUP - Base Game + All DLC.esm=1SolidProject.esm=1NVEC Complete.esm=1More Perks.esm=1More Perks for Dead Money.esm=1MoonQuest.esm=1More Perks for Honest Hearts.esm=1More Traits.esm=1Project Nevada - Core.esm=1More Perks for Old World Blues.esm=1More Perks for Companions.esm=1WMR.esm=1oHUD.esm=1Weapons.of.the.New.Millenia.esm=1FCOMaster.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1YUP - NPC Fixes (Base Game + All DLC).esp=1Vurt's WFO.esp=1Reload Sounds.esp=0The Weapon Mod Menu.esp=1Weapons.of.the.New.Millenia.Leveled.Lists.esp=1B42Inertia.esp=1BLEEDNV.esp=1The Mod Configuration Menu.esp=1NPCs Can Miss.esp=1FOVSlider.esp=1ED-E 3D Sound.esp=1IMPACT.esp=1More Perks Update.esp=1Lucky 38 Suite Expansion.esp=1Lucky38Reloadedv5.esp=1FCO - NPC Changes.esp=1WeaponModsExpanded.esp=1Max Level 255.esp=1Real Recoil.esp=1Project Nevada - Honest Hearts.esp=1Project Nevada - Gun Runners' Arsenal.esp=1More Perks for Companions Update.esp=1More Traits Update.esp=1More Perks for Old World Blues Update.esp=1More Perks for Honest Hearts Update.esp=1More Perks for Dead Money Update.esp=1Easy Hacking.esp=1Easy Unlocking.esp=1PerksPerLevel.esp=1SuperShotgun'.esp=1MeleeCleave.esp=1HighGrass.esp=1FCO - GlowingOne.esp=1FCO - Russell.esp=0EmptyWeaponsNVSE.esp=1RememberAmmo.esp=1FCO + YUP.esp=1FCO - OHSB NPC Edits.esp=1ImmersivePickupSoundsFNV.esp=1Readius_NV.esp=1All Weapon Sounds Overhaul .esp=1Distant Gunfire Sound Fix V2.1 - Machienzo.esp=1WMX-DLCMerged.esp=1Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1Weapons.of.the.New.Millenia.Store.esp=1NCRTrooperOverhaul.esp=1CAGE 1.9.3.2.esp=1MercWanderer.esp=1YUP - WMX PN.esp=1Project Nevada - Dead Money.esp=1Project Nevada - Old World Blues (No Cyberware).esp=1Project Nevada - Lonesome Road.esp=1Project Nevada - WMX.esp=1Asurah_reanimation.esp=1WMR - WMX Edition.esp=1RetrievableThrowables.esp=1 Link to comment Share on other sites More sharing options...
dubiousintent Posted February 9, 2019 Share Posted February 9, 2019 The problem lies in the sound file itself. Stereo won't fade (attenuate) over distance; mono will. This accounts for why some fx and all voices need to be in mono."...Stereo sound files are considered superior to mono because they have relative 2D positioning built into them already. However in reality, for games, when you want to achieve a 3D surround sound positioning effect, in almost all cases it's mono files that need to be used. That way the game engine kind of re-stereos them into the entire 3D sound output of your gameplay. There are exceptions to this, and often ways to ignore this rule, but in general, game designers use mono for 3D sounds and stereo for 2D, even in modern games.- Source: "Music and Sounds" section of the wiki "Getting started creating mods using GECK" article. See it for more detail. I notice you do not have a "bash/merge patch" file for record level conflict resolution. Which means the last plugin containing the sound file in question is "winning" the conflict. If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then 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- Link to comment Share on other sites More sharing options...
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