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.
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.
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
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.
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...
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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.
Maybe just an empty sound file instead for "can chime disarm"?
If so, that would be why we need an ESP.
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
Edit: And yes, you were right.
And you should already have a TrapCanChimes.pex in your Scripts folder that the CK put there before creating the BA2 archive.
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...
Just in case you or someone else still cares...:
https://www.nexusmods.com/fallout4/mods/26648
;)