is there anyway you would consider a request? namely, replacing Saratoga and Lexington Firing Sounds to that of the Copperhead (Suppressed and Unsuppressed) ? I will be your best friend forever! lol
I'm probably not going to do this myself but it's actually really simple. You can learn how to do this here: https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators/modding-guides/sound/audio-modding-basics
@PKxPanz3r: Just change the "audioName" of the weapons you want to effect into copperhead's value, at tweakdb level, to accomplish all of this: audioName: wea_set_copperhead
i did exactly that but for some reason it didnt change the audio, even in the tweakdb database ingame it reflects the script i have to change it. but just doesnt for some reason lol.
I just fixed it, the way CDPR organized these game files is just stupid. I was crafting the Uncommon_Saratoga_Military2 which needs its own specific conversion. along with every other possible variant, Presets and Craftables, then Common, Uncommon, Rare, Epic, Legendary, to modify the sound of 1 gun i needed to add like over 50 variants of the audio name conversion.....lmfao
Fair warning: modding sounds is tricky and doing it like this means enabling each by hand through overwriting of a huge shared file (i.e. this mod only involves SemiAuto sound and doesn't fix FullAuto). It's a lot of work and it will be incompatible with other works that try to do other similar things.
Luckily Codeware recently unlocked for us the ability to modify these gamefiles without overriding them, so i suggest everyone interested in audio modding to look into it in order to make mods compatible with each others. This new tech can be seen in use in Trigger Mode Control (to already passively fix all sounds of all firing modes of all weapons), Raito Labs (for visual effects) and New Game Plus (for menu elements)
Gloves - https://www.nexusmods.com/cyberpunk2077/mods/11370 And here you can find everything else - https://next.nexusmods.com/profile/ScorpionTank/mods?gameId=3333
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Just change the "audioName" of the weapons you want to effect into copperhead's value, at tweakdb level, to accomplish all of this:
audioName: wea_set_copperhead
Luckily Codeware recently unlocked for us the ability to modify these gamefiles without overriding them, so i suggest everyone interested in audio modding to look into it in order to make mods compatible with each others.
This new tech can be seen in use in Trigger Mode Control (to already passively fix all sounds of all firing modes of all weapons), Raito Labs
(for visual effects) and New Game Plus (for menu elements)
And here you can find everything else - https://next.nexusmods.com/profile/ScorpionTank/mods?gameId=3333