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fallout new vegas hunting rifle bug


Stupidusername2

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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=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
YUP - Base Game + All DLC.esm=1
SolidProject.esm=1
NVEC Complete.esm=1
More Perks.esm=1
More Perks for Dead Money.esm=1
MoonQuest.esm=1
More Perks for Honest Hearts.esm=1
More Traits.esm=1
Project Nevada - Core.esm=1
More Perks for Old World Blues.esm=1
More Perks for Companions.esm=1
WMR.esm=1
oHUD.esm=1
Weapons.of.the.New.Millenia.esm=1
FCOMaster.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
Vurt's WFO.esp=1
Reload Sounds.esp=0
The Weapon Mod Menu.esp=1
Weapons.of.the.New.Millenia.Leveled.Lists.esp=1
B42Inertia.esp=1
BLEEDNV.esp=1
The Mod Configuration Menu.esp=1
NPCs Can Miss.esp=1
FOVSlider.esp=1
ED-E 3D Sound.esp=1
IMPACT.esp=1
More Perks Update.esp=1
Lucky 38 Suite Expansion.esp=1
Lucky38Reloadedv5.esp=1
FCO - NPC Changes.esp=1
WeaponModsExpanded.esp=1
Max Level 255.esp=1
Real Recoil.esp=1
Project Nevada - Honest Hearts.esp=1
Project Nevada - Gun Runners' Arsenal.esp=1
More Perks for Companions Update.esp=1
More Traits Update.esp=1
More Perks for Old World Blues Update.esp=1
More Perks for Honest Hearts Update.esp=1
More Perks for Dead Money Update.esp=1
Easy Hacking.esp=1
Easy Unlocking.esp=1
PerksPerLevel.esp=1
SuperShotgun'.esp=1
MeleeCleave.esp=1
HighGrass.esp=1
FCO - GlowingOne.esp=1
FCO - Russell.esp=0
EmptyWeaponsNVSE.esp=1
RememberAmmo.esp=1
FCO + YUP.esp=1
FCO - OHSB NPC Edits.esp=1
ImmersivePickupSoundsFNV.esp=1
Readius_NV.esp=1
All Weapon Sounds Overhaul .esp=1
Distant Gunfire Sound Fix V2.1 - Machienzo.esp=1
WMX-DLCMerged.esp=1
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1
Weapons.of.the.New.Millenia.Store.esp=1
NCRTrooperOverhaul.esp=1
CAGE 1.9.3.2.esp=1
MercWanderer.esp=1
YUP - WMX PN.esp=1
Project Nevada - Dead Money.esp=1
Project Nevada - Old World Blues (No Cyberware).esp=1
Project Nevada - Lonesome Road.esp=1
Project Nevada - WMX.esp=1
Asurah_reanimation.esp=1
WMR - WMX Edition.esp=1
RetrievableThrowables.esp=1

 

 

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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-

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