Some weapon mods add or remove sounds through object modifications (OMODs), primarily through receiver mods. To patch these to use JSRS sounds is a very simple process, and is essentially the same process outlined in the previous tutorial, where you change the sound keywords.

There are essentially two basic types of ways in which weapon mods use OMODs to edit weapon sounds:

1. The first are those which only add sounds through OMODs and don't have a sound keyword listed in the actual weapon record. For these, open up the object modification branch, find the OMODs in question and find the property where it adds the sound keyword, which is any keyword with the prefix 's_40'. You simply replace that keyword with one from JSRS.

2. The second type are those which do have a sound keyword listed in the weapon record, but which add or modify the sound keywords through the use of OMODs. For these, you basically do the same thing, find the added sound keyword within the OMODs and change them to those from JSRS sounds. Sometimes, these weapon mods will also have a property which removes the original sound keyword listed in the weapon record. You should change that keyword to the one you use in the weapon record. If there is no property which removes the original sound keyword then I highly recommend you add one. To do so, scroll up to 'properties (sorted)' and right-click the empty box next to it, and select 'add'. Set the value type to 'formid,int', function type to 'rem', property to 'keywords' and then value 1 to the keyword you wish to remove.

If you have any questions feel free to ask.

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5 comments

  1. tamrielenjoyer
    tamrielenjoyer
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    From my experience it seems that the game engine prioritizes sound mapping keywords added by modifications over keywords that are directly on the weapon.

    I've seen sound keyword removal done before, but it seems like an unnecessary precaution in most cases.
    1. tamrielenjoyer
      tamrielenjoyer
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      It could just be that the sound mappings available in those cases were done with not removing the default keyword in mind. I will need to study more examples some time to make sure I understand how it works.

      It's probably safest to remove the default keyword.
  2. JuanchoVCP14
    JuanchoVCP14
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    What should I do when I want to add a sound to the OMOD? When by default it doesn't change anything.
    And what is "Value 2 - Int" for?
    Thanks a lot for your help, I really appreciate it
    1. deleted7558487
      deleted7558487
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      What should I do when I want to add a sound to the OMOD? When by default it doesn't change anything.
      I'm not sure I entirely understand your question. Do you mean that you want to change sounds through the OMOD when it doesn't do so by default? If so, you just add a new property: Set the value type to 'formid,int', function type to 'add', property to 'keywords' and then value 1 to the sound keyword you wish to use. If there is a sound keyword in the weapon record, you will also want to add a property which removes that.

      And what is "Value 2 - Int" for?
      I actually have no idea. It doesn't seem to matter in my experience.
    2. JuanchoVCP14
      JuanchoVCP14
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      Thanks for answering!