Changes: Combat Rifle has had a new sound, timing issue from previous version has been fixed and it now packs a little more punch. 10mm Auto timing has been adjusted and should now be correct.
To be done for version 0.60
Continue adding new sounds to the Fallout 4 arsenal Move on to reload & various other weapon sounds.
The sound for the auto combat rifle is super glitched out now, like it keeps making the shooting sound effect, its really bugged out, even when alt tabbed i can still hear it shooting.
I uploaded a new version, weirdly enough I didn't have any issues when I was testing it neither when I used version 0.55 that I had posted here on the Nexus. Give 0.56 a try.
Yeah, and when i exit out of FO4 it gives me a error now. Going back to version 0.50 until its fixed because right now if i shoot the combat rifle even once it loops the shooting sound effect infinitely and when i alt tab i can still hear it shooting but no other sounds.
EDIT: Ill test 0.56, didnt expect a fix so quickly.
Please do, it is working fine for me -- incase it's still messed up try and do a clean install of the mod, meaning that you'd have to delete any previous versions you've had installed.
The double shot sound when tap firing is just about fixed, still has a bit of a double bump tho. Might need to look at it a bit more, try tap firing the combat rifle a bit, like just 1 click, watch the ammo counter, 1 bullet at a time, its better, but still has a little double shot to it that needs to be snipped off.
That's super weird, I did some further testing and recorded it meanwhile. May I ask what kind of mouse you're using? I think it has to do with mouse clicks and how long they register. (See video)
You might be right about the mouse clicks! Im using a week old Razer Deathadder Chroma. I watch my ammo counter while tap firing single shot to make sure im not holding it down too long, but still getting a slight double shot effect. Its better than it was before thats for sure, but still feels like it needs a little snip at the end of the .wav
Just a question ... did you think you can add (like a readme me in optional DL section ) a list of all files and what they change for people who want to just take some and not all the change ?
i know this can be boring :s sorry, but i prefer the silencer sound for some weapon etc :/ (maybe not realistic but i prefer :s)
There is little reason to change the Gauss rifle sounds from vanilla. VERY few people have ever heard an EM accelerated weapon with their own ears, and the recordings ALWAYS hit the audio cut off. They are LOUD.
I'm fairly certain that firing a man portable one would rupture your ear drums. In fact, the overpressure from firing one like a rifle might actually kill the operator.
So, unless the sound of the Gauss rifle is changed to make the player permanently deaf, then it isn't being made more "realistic".
Just an idea, but if possible maybe in a later version you could make different sounds for the guns indoors/outdoors like the JSRS mod in the Arma games. I think it'd be a pretty cool feature.
Prophesor you are talking about Electromagnetic Railguns. like the one on a video called "The Navy's Giant New Electric Railgun "... which is facking HUGE AND RIDICULOUS!
a portable gauss rifle on the other hand, even if it is based on the same principle, it doesnt fire a +1kg projectile at mach 6.... even at mach 2-3, a very small bullet can penetrate facking anything!
and as a gun, it wont need that much power, it wont produce such big pressure waves to bust eardrums, and it wont be so huge! therefore, if possible to make as a rifle, it would be loud, yes, but not at that scale that can be seen on this video.
also, he didnt change much on the Gauss Rifle sound anyway, he just gave it some more badassery it sounds a bit louder and stronger, which someone would expect from a gun like this!
Yes; the Gauss Rifle in Fallout 4 is actually incorrectly named, as it is a coil gun, and coil guns aren't rifled.. The ammunition it uses is a very tiny sliver of metal.
SHOULDA at least include the same file of you new sounds for npc's too.. sounds way off shooting right next to npc who has the same gun and your sounds are totally DIFFERENT..
@ StickyIckyIckyUnfortunately you don't understand.
The shockwave created by these weapons is due to the speed of the projectile. It does not matter whether you are firing a tiny pistol sized EM gun, or a battleship sized weapon. Both are trying to get that projectile going as fast as possible to do as much damage to the target as possible.
These projectiles are going SO FAST, that they heat the air up as they pass through it (through friction and compression) so much that it turns the outer layer of a ceramic/aluminum shell into plasma. All that energy dumped into the air creates a hazard to anything NEAR the projectiles path. And the operator is less than a meter away (behind it is still very close).
My point was that it makes no sense to try to model the "real" sound of a Gauss weapon, because the real sound would kill the player. Make it sound like anything you want. But you aren't making it sound "real".
@ tamponlegendThey are called rifles because that is a recognized "size" of weapon. Which makes no sense to people who know guns, but does to everyone else.
Also, we don't know it is a coil gun. Gauss weapon or EM weapon is more accurate. Both state that you are using a magnetic field to accelerate your projectile. EM weapons get this using an electrical field, but that does not need to be made with coils (A rail gun is an EM weapon that does not use coils).
Sorry for my recent inactivity, I've been super busy and haven't had the time to update the mod. But I've sat my arse down last night to start working on the updates. There will be an update within 1-2 days, a rather big one! So stay tuned. Thank you for all the support. /Towbie
Awesome man, I was checking on this mod to see if it was still being updated. Definitely got my endorsement. I love these improved sounds. Cheers, and good luck!
I don't know but I deleted the mod for now anyway, no good having an incomplete work cluttering up my game files. Will track incase its updated but I'm not holding my breath, and there are better sound mods in development that are seeing more frequent releases....so I'm afraid this might be a dead page lol
I wish this thing was still being updated... it doesn't cover every weapon, so if you mod in guns they usually use the stock sounds and its so jarring to hear bethesdas popguns versus these meaty tones.
I mean... Applying a patch for every modded weapon is kind of an obscene expectation (hats off to those modders who do so with scripts). However all you have to do if you want a modded weapon to be affected is change the sound record to one from this mod. Takes maybe a minute in FO4Edit.
you mean like s_40_RifleCombat? Yeah, it's already looking for the directory, it just doesn't do it. Making an archive doesn't do it, not a single ba2 I crack open has a sound file that even resembles what this thing is doing, it's not in loose files.
Oh wait... I've made a ditz mistake (unfortunately a tad more common than I would like). I use this in combination with the JSRS sound mod (linkety, though I did do some custom edits on my end, mostly patching) and a few other audio mods/tweaks... Must have gotten them confused. Still, if you change the sound record (yes, the s_ records in the weapon entries) to one edited by this mod the changes should show up.
At least, my combination works fairly well so far (still patching some of the weapons, my huge LO takes a while), and that's what I've done. Need to replace the bloody mini-gun as it's obnoxiously loud though. I'll double check through some things once I integrate LL stuff into my load order and get it all patched out.
E: Just checking to make sure, but you did look and see if anything else was touching the weapon entries? IE, sound replacers have to be patched with mods like Weapons of Fate due to both touching the weapon record. Not sure how familiar you are with FO4Edit/Modding so don't want to presume. E2: Did you make the ini edit according to the ReadMe file? Might be the issue as well if it's not working at all.
I'm fairly familiar with modding, no expert, but I know a thing or three.
No other mods do anything to the sound records, they all reference the same directory using the same markers. The problem seems to be that the ba2 isn't being invalidated. It's looking like the only way I have to fix this is to delete the Fallout4 - Sounds ba2 and basically remake the games vanilla sound archive so it has no choice but use the sound mods.
It's something called Archive Invalidation Invaldidated, I believe.
Oh! I see. I've been using MO2 for a while and have it set up to handled that. If you need it this mod page might be of help, although this mod doesn't include a BA2, unless I missed something. Which, making it into a BA2 could partially be the issue, as it doesn't have an ESP, and think you need that (or some Ini edits possibly) to load the BA2 (hence why some texture mods have a dummy ESP). Last idea I have, but hopefully I was somewhat helpful. Best of luck!
I figured out how to fix it.. and by all extension, literally any weapon who's sounds won't play. I ended up just rebuilding Fallout 4's entire sound library into a new archive. And surprise surprise it just works. This combines all of Towbie's sounds along with another mod that improves all the sound libraries that this mod doesn't cover, along with some other changes I made to other modded guns. (the remmington 870 is a great shotgun, but the sound files sound like they were recorded in a happy meal box)
I might try isolating my changes and uploading it, but when I tried earlier it didn't work. Seems like whatever method you use, it's hit or miss. Sometimes archive invalidation and loose files works, sometimes creating a new ba2 and a dummy plugin works and in this case, only the extreme example works. Unfortunately, I can't upload this because it contains all of Bethesda's sound files, too. Putting the cube in my chest was the only way...
First of all I want to say thank you for putting in a lot of effort to re-sound several of the weapons in this mod. I was wondering if you could add to, or re-sound a different mod? There is a PX4 mod that sounds... off. The modder I think utilized CS:GO SFX, and the gun sounds at best cartoony, and... plainly wrong. I sadly don't know how to do this myself, otherwise I would go through the effort.
i never understood why devs are arfaid of useing loud powerful gunsounds in "SHOOTING" games but thats where modders like you come in play and i love you guys for that
makes the game so much better (sometimes my ears ring when shooting my gun indoors but it is worth it 180%)
424 comments
Changes:
Combat Rifle has had a new sound, timing issue from previous version has been fixed and it now packs a little more punch.
10mm Auto timing has been adjusted and should now be correct.
To be done for version 0.60
Continue adding new sounds to the Fallout 4 arsenal
Move on to reload & various other weapon sounds.
EDIT: Ill test 0.56, didnt expect a fix so quickly.
https://www.youtube.com/watch?v=YNxiiK-5CqE
Just a question ... did you think you can add (like a readme me in optional DL section ) a list of all files and what they change for people who want to just take some and not all the change ?
i know this can be boring :s sorry, but i prefer the silencer sound for some weapon etc :/ (maybe not realistic but i prefer :s)
I'm fairly certain that firing a man portable one would rupture your ear drums. In fact, the overpressure from firing one like a rifle might actually kill the operator.
So, unless the sound of the Gauss rifle is changed to make the player permanently deaf, then it isn't being made more "realistic".
They got specialized designs and stuff.
a portable gauss rifle on the other hand, even if it is based on the same principle, it doesnt fire a +1kg projectile at mach 6.... even at mach 2-3, a very small bullet can penetrate facking anything!
and as a gun, it wont need that much power, it wont produce such big pressure waves to bust eardrums, and it wont be so huge! therefore, if possible to make as a rifle, it would be loud, yes, but not at that scale that can be seen on this video.
also, he didnt change much on the Gauss Rifle sound anyway, he just gave it some more badassery
Error registering this mod: Towbie's Realistic Weapon Sounds - Towbie's Realistic Firearms
When using NMM.
Works fine with manual install however.
Also, the previous version, 0.50, works fine in NMM aswell.
Recordings of guns at a range sound really muffled and terrible
it sounds great till there is an overlap of echo like noises that make guns sound like banging trashcan lids.
The shockwave created by these weapons is due to the speed of the projectile. It does not matter whether you are firing a tiny pistol sized EM gun, or a battleship sized weapon. Both are trying to get that projectile going as fast as possible to do as much damage to the target as possible.
These projectiles are going SO FAST, that they heat the air up as they pass through it (through friction and compression) so much that it turns the outer layer of a ceramic/aluminum shell into plasma. All that energy dumped into the air creates a hazard to anything NEAR the projectiles path. And the operator is less than a meter away (behind it is still very close).
My point was that it makes no sense to try to model the "real" sound of a Gauss weapon, because the real sound would kill the player.
Make it sound like anything you want. But you aren't making it sound "real".
@ tamponlegendThey are called rifles because that is a recognized "size" of weapon. Which makes no sense to people who know guns, but does to everyone else.
Also, we don't know it is a coil gun. Gauss weapon or EM weapon is more accurate. Both state that you are using a magnetic field to accelerate your projectile. EM weapons get this using an electrical field, but that does not need to be made with coils (A rail gun is an EM weapon that does not use coils).
Sorry for my recent inactivity, I've been super busy and haven't had the time to update the mod. But I've sat my arse down last night to start working on the updates. There will be an update within 1-2 days, a rather big one! So stay tuned. Thank you for all the support.
keep it up!
E: Apologies for nexus double post?
Wanna help me figure it out?
At least, my combination works fairly well so far (still patching some of the weapons, my huge LO takes a while), and that's what I've done. Need to replace the bloody mini-gun as it's obnoxiously loud though. I'll double check through some things once I integrate LL stuff into my load order and get it all patched out.
E: Just checking to make sure, but you did look and see if anything else was touching the weapon entries? IE, sound replacers have to be patched with mods like Weapons of Fate due to both touching the weapon record. Not sure how familiar you are with FO4Edit/Modding so don't want to presume.
E2: Did you make the ini edit according to the ReadMe file? Might be the issue as well if it's not working at all.
No other mods do anything to the sound records, they all reference the same directory using the same markers. The problem seems to be that the ba2 isn't being invalidated. It's looking like the only way I have to fix this is to delete the Fallout4 - Sounds ba2 and basically remake the games vanilla sound archive so it has no choice but use the sound mods.
It's something called Archive Invalidation Invaldidated, I believe.
I might try isolating my changes and uploading it, but when I tried earlier it didn't work. Seems like whatever method you use, it's hit or miss. Sometimes archive invalidation and loose files works, sometimes creating a new ba2 and a dummy plugin works and in this case, only the extreme example works. Unfortunately, I can't upload this because it contains all of Bethesda's sound files, too. Putting the cube in my chest was the only way...
BUT SOUND LIKE THEY WERE RECORDED IN 1995
makes the game so much better (sometimes my ears ring when shooting my gun indoors but it is worth it 180%)
Reality: Abandoned mod 7 days later and never seen again.