Fallout 4
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AYEEStooby

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DARTHSQUIRREL1217

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14 comments

  1. MannyCAM
    MannyCAM
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    Awesome, this bothered me too. It's like, HELLLOOO I'm disarming your alarm system...ehheehh. 
    I probably would have just reduced the sound to less chimes to be more immersive. Simply handling it would make some sounds.
    But hey, thats me.
  2. kjg92
    kjg92
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    Still one of the best mods of all time.
  3. zMaZT3Rz
    zMaZT3Rz
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    I was always so confused as to if I actually did this correct because the same sound played regardless. Somebody messed this up big time when designing it.
  4. OnlyCocobolo
    OnlyCocobolo
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    Very well.
  5. deanoman
    deanoman
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    Are you able to create an optional version that does not rely on a plugin file?

    Maybe just an empty sound file instead for "can chime disarm"?
    1. Old Nick
      Old Nick
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      Maybe the game uses the same sound file for tripping the cans as for disarming them?
      If so, that would be why we need an ESP.
    2. DARTHSQUIRREL1217
      DARTHSQUIRREL1217
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      You guessed it, Nick. I'm pretty sure this isn't possible without editing the can chime scripts, which is what I did.
    3. deanoman
      deanoman
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      ok makes sense.
    4. Old Nick
      Old Nick
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      Had a quick look and am I correct in thinking that you just removed "TriggerSound.play(self)" from the OnActivate block? If so, you could just upload TrapCanChimes.pex as a loose script and the ESP wouldn't be needed.

      Also, the ESP has a couple of 'dirty' edits, as well as a new (silent?) sound descriptor that I'm assuming your not using.

      Endorsed anyway, even though I just made that script edit myself
    5. DARTHSQUIRREL1217
      DARTHSQUIRREL1217
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      Thanks for the heads up! Removed the dirty edits (hopefully) and by the time you see this I've probably uploaded the new version. However, at the moment I'm too lazy to figure how to extract just the script file so I'll figure that out later.

      Edit: And yes, you were right.
    6. Old Nick
      Old Nick
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      You're welcome

      And you should already have a TrapCanChimes.pex in your Scripts folder that the CK put there before creating the BA2 archive.
    7. DemonMustang45
      DemonMustang45
      • member
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      Yes, thanks, this sound was always pretty annoying. I was wondering, between you and Old Nick, think either one of you can get rid of that annoying disappearing sound when entering stealth when you have that disappearing perk? It's super annoying, when I walk it goes away, I stop, it activates, over and over and over... Or teach me how to do it if you can, lol. :-)

      Edit: Oops, my mistake, wasn't the perk, it's if you had the Mark 4 Synth chestpiece or another armor that gave you the "harder to detect while not moving" bonus...
    8. Talyna23
      Talyna23
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      @DemonMustang45
      Just in case you or someone else still cares...:
      https://www.nexusmods.com/fallout4/mods/26648
      ;)
  6. NeuroticPixels
    NeuroticPixels
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    Been quite a while... Any chance of that optional file that doesn't rely on a plugin being posted? :D Please! :D