ibot_bob Posted December 19, 2008 Share Posted December 19, 2008 I'm trying to make a melee weapon that is using replaced BBgun sounds when it makes contact with an NPC, but it's refusing to and is uses the melee sound of the original weapon :wallbash: . The sheath/unsheathing sounds work fine but the attack sounds wont. I'm not sure about the block because I haven't tried it yet. Any help? :confused: Link to comment Share on other sites More sharing options...
spineynorman Posted December 19, 2008 Share Posted December 19, 2008 I think I follow you. You changed all the weapon reference sounds in the weapon entry, but the impact sounds with objects are still the default melee sounds. The weapon paths don't actually control impact and doppler sounds, those are all handled by the fx folders. If you're using a 'melee' class weapon, it will always use the melee sound files unless those are changed. What you can try to do is create a new folder for the renamed BB impact sounds and attribute those to a unique melee item. Link to comment Share on other sites More sharing options...
ibot_bob Posted December 19, 2008 Author Share Posted December 19, 2008 Ok, so you want me to replace FXE files for the sounds instead of WPN sounds? I'll try it out. Link to comment Share on other sites More sharing options...
ibot_bob Posted December 20, 2008 Author Share Posted December 20, 2008 Nope, still doesn't work. EDIT:Wait, how do you make a unique weapon? Link to comment Share on other sites More sharing options...
spineynorman Posted December 20, 2008 Share Posted December 20, 2008 you just need to add a new entry in the weapons section. Once you fill one out you can spawn a new weapon using the FormID or by placing it in a world cell. Have you tried making a melee range weapon but classifying it as a 2handrifle? It would at least accept the sounds, but I think it would ruin the melee animations. Making a new sound entry is easier though. Just copy the BBgun sounds (if you can unpack them) and rename them. In the new melee item entry, select the new sounds. Let me elaborate on my first comment. The weapons tab only allows you to change item-specific sounds. The actual impact sound effects are in the misc\sound folder under the FXMelee heading. These are the sounds the game is using for melee collisions. If you change these sounds, all of the melee sounds for every weapon will change. If you make a new sound entry and use the BBgun sounds for an FXMelee__ entry, those sounds won't affect the others. Then in the new weapon entry that you created, go to the art and sound tab and look at the 'ImpactData' tab. There is an entry for every melee item. What you want to do is apply your new sounds to a new DataSet and then select that new Set in your new weapon info. *actually, you don't need a new Data entry. Just scroll up that list of Sets and click on the BBGunImpactDataSet. That's probably all you need. Do This: http://www.fallout3nexus.com/imageshare/image.php?id=992I hope that helps some. Link to comment Share on other sites More sharing options...
ibot_bob Posted December 21, 2008 Author Share Posted December 21, 2008 Ok, I made a new impact data set, it's playing my custom sounds but unfortunately my custom sounds don't have any sound in-game. The GECK seems to hate me more and more every time I use it. *Oh, and I made new sound entries for it so it wouldn't go over anything Link to comment Share on other sites More sharing options...
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