This is the reason why I have added a compatibility notice on my audio mods description page. When a mod is modifying the sound banks of the game it is very likely to collide with other mods that do the same thing. :-/
I just want to point out that this problem does not occur at all when using MO2 instead of Vortex. That's not much help if you've already built a precariously balanced and teetering Jenga block skyscraper of carefully curated mods in Vortex, a struggle that I am all too familiar with, but if you ever decide to wipe your modlist and start over from scratch, this is another reason to make the switch.
I'll never use Vortex again. Everyone says MO2 has a steeper learning curve, but that's really not true, because it leads to constant problems like this one that you have to improvise clumsy hack solutions for.
Also, if you are using Vortex and your modlist is stable right now, this is your reminder to make a full image backup of your entire CP2077 installation including Vortex and your modlist, so that when something inevitably breaks, you might not have to do a complete wipe and reinstall to finish your playthrough, or worse, start one over from the beginning.
if it does not work for you then another mod is overwriting it so add # marks into that file to rename it and separate those marks with the mod name like ###-jumpmode make sure it does not overwrite any graphics mod and it does not take the top line but it should be higher. I tried it, my japanese v voice mod was cancelling it after i did this method everything is fine right now so give it a try maybe you can fix it too this way
can you reset the charged jump sound when it lands? there is no sound when V lands heavily on the ground after a charged jump and it's really annoying...
Hey, you can mute the sound but you have to do some modifications. 1. Install the REDmod version (legacy won't work for this). 2. Duplicate the "customSounds" folder of another of my "Mute..." mods (REDmod version) and put it into this mod's folder Cyberpunk 2077/mods/Restore v2_0 Double Jump Sound/customSounds
3. Remove this file: Cyberpunk 2077/mods/Restore v2_0 Double Jump Sound/archives/Restore v2_0 Double Jump Sound.archive 3. Edit the "Cyberpunk 2077/mods/Restore v2_0 Double Jump Sound/info.json" file and replace the "customSounds" section by this one:
Another one of those CDPR changes that i'll never understand, fixing whats not broken because...? as if the game couldn't use actual improvements. The new sound feels like we just slapped some dollar store plastic on legs.
hmm interesting I don't have 2.1 yet as I control the updates because I mod, I guess I'll have to lookup the new sound then, very weird decision to make all these changes that are subjective by cpdur.
yeah after 3 years and millions of players-customers are used to the sounds, why do you think this mod exists? I realize there are a lot of bots-ai cpdur is sending out there to influence opinions but of course there are a lot of crap-eaters out there too who love the punishment and disrespect that cpdurtards hand out, for pay. These devs are not cordial I'll just be nice and put it that way.
@koob68 how does it matter that the players are used to the sound ? This mod exist cause some people don't like the new sound, you can't please everyone.
I'm a bot cause I said the people who design the sounds in this game don't have to obey some weird objectivity rule, they likely have good reasons for changing this sound or they wouldn't do it.
I don't care about the devs, I didn't even pay for Cyberpunk, i'm just explaining why devs don't necessarily take into account "objectivity" when they take artistic decisions
I don't consider this sound effect inferior to the previous one, it just sound more realistic for what the implant is supposed to be, that's an artistic decision made by the dev
Cmon guys, no point in arguaing at this point obviously, lets just say everyone has their personal preferences. And CDPR isn't going to care what yours is, so yeah that's why this mod is here just in case you prefer the old sound. ;) Thanks!!
Probably, except your audio mods, I only use, voice mod for V and some NPCs and breathing system, not sure what can conflict but it's all good to me haha
58 comments
I'll never use Vortex again. Everyone says MO2 has a steeper learning curve, but that's really not true, because it leads to constant problems like this one that you have to improvise clumsy hack solutions for.
Also, if you are using Vortex and your modlist is stable right now, this is your reminder to make a full image backup of your entire CP2077 installation including Vortex and your modlist, so that when something inevitably breaks, you might not have to do a complete wipe and reinstall to finish your playthrough, or worse, start one over from the beginning.
1. Install the REDmod version (legacy won't work for this).
2. Duplicate the "customSounds" folder of another of my "Mute..." mods (REDmod version) and put it into this mod's folder
Cyberpunk 2077/mods/Restore v2_0 Double Jump Sound/customSounds
3. Remove this file:
Cyberpunk 2077/mods/Restore v2_0 Double Jump Sound/archives/Restore v2_0 Double Jump Sound.archive
3. Edit the "Cyberpunk 2077/mods/Restore v2_0 Double Jump Sound/info.json" file and replace the "customSounds" section by this one:
"customSounds": [
{
"name": "lcm_player_double_jump",
"type": "mod_sfx_2d",
"file": "muted.wav",
"gain": 0.0,
"pitch": 0.0
}
]
God bless ya for sharing this.
Hmm.. in that case, care to buy a mercedes benz from me? then 2 years later, I'm gonna swap it out and give you a honda...
I'm a bot cause I said the people who design the sounds in this game don't have to obey some weird objectivity rule, they likely have good reasons for changing this sound or they wouldn't do it.
I don't care about the devs, I didn't even pay for Cyberpunk, i'm just explaining why devs don't necessarily take into account "objectivity" when they take artistic decisions