Open the mod with FO4Edit These are called sound descriptor files Change static attenuation (db) to change the volume
You can change every sound in the game, ui, voices, radio, every sound I would think everyone would like to do that Skip volume slider mods, fixer mods, and patches when you can and just type a new number for volume I do recommend the fix mod for this mod because the tuning is done, I merged it with FO4Edit Both mods endorsed, very nice
As much as I love this, I also had to reduce the volume further...and it didn't help.
The problem isn't the volume, it's the activators. Walking over trash makes the sound loop over and over. I'll look into xedit myself, but I really don't know wtf im doing. I think a better version of this mod would be one that doesn't just reduce the volume of seagulls but the instances of them MINEMINEMINEMINEMINE ing
I mean that's cool and all, but it misses the point. No matter what sound you use if it's happening a thousand times a second it's going to be annoying.
I want to figure out how to stop the sound from even activating from stepping on trash piles, or reduce the occurrence it's even set off. The sound effects themselves are perfectly fine.
The author of "Radiant Birds" created a page called"Bird Sounds". .(I didn't bother to check if others already mentioned this, oh well... :happy:) On it's DESCRIPTION page, just below the "Forever Free!" logo, he added:
...............Work stopped and abandoned
.........................No support ...All Assets available as Modders Resource at Bird Sounds Consists all 48 modified Sound Files from Crows and Radgulls as a Mod Resource. - ɃᱰⱤÐᕮⱤXᕮⱤhere: The following is the list of the contents of the archive, as seen when you click on Preview file contents in the FILE page for it. in case you're wondering the author of "Radiant Birds"...
Thanks for the mod, dam gulls did get OLD after a while, main reason I am posting tho is I like how you have a "merge factor" on your mod pages, this is a practice I would love to see catch on with nexus!
Why would we need loose files from radiant brids mod wile the original sounds exist in fallout 4 game folder and I think only the esp is doing its job! isn't this true?
I had the same idea. I listened to them, and the sounds are different, or at least some of them are. The sounds are richer. I suppose you could try it with vanilla sounds - they'd be somewhat louder - maybe it would be great. (Let me know if you try it.)
For that matter, you could try using the Radiant Birds sound files without the .esp. It would work fine, but with vanilla sound levels, so it would be pretty quiet.
Oh, wait - I think I remember that the mod adds a few new files. I don't know whether the .esp might crash if the files are missing. If it did work, there would at least be some missing sounds, maybe other issues. No it doesn't.
This reminds me, I've been thinking some of the sounds still aren't loud enough. I'll try to post a small update before 2077.
I am not sure But maybe there is a small difference.However i think both vanilla and radiant birds are reading the data from the same folder.The only difference they got, Is in "ONAM - Output Model" which I think is for volume levels (Although I'm not an expert) because both of them got something like >SOMMono01500 [SOPM:0005A28A]< but the numbers are not identical to each other. So Long story short..I think only the esp is doing the trick. btw thanks for answering.
No, honestly, they're different. Unpack the vanilla sound files and listen to them side by side in an external app. They sound quite different. The Radiant sounds are generally richer and louder, some are longer, etc. Many of the vanilla files are actually duplicates of each other, while Radiant Birds has a bit more variety.
(I was wrong before about added files though. It adds new sounds and variety but not more file names.)
Yes, those ONAM values control volume. All I did with this mod is tweak those numbers. You can add those tweaks (or your own) to any other mod and throw away this .esp. (I keep one "Tweaks" mod with lots of little changes like that.) But you still need the sound files, or all you'll get is slightly louder vanilla birds.
Version 0.5b was a lot quieter. I actually raised most of the volumes in 0.5c.
I haven't been playing much FO4 lately, but I will try to remember to find the older version and make it an optional file.
In the meanwhile, it's pretty easy to tinker with the volumes yourself, especially in FO4Edit. If you've never tried, it, you should! It's great fun, and introduces whole new ways to crash your game. (Mostly kidding. You can safely mess with this mod; all it does is nudge a few values.)
32 comments
These are called sound descriptor files
Change static attenuation (db) to change the volume
You can change every sound in the game, ui, voices, radio, every sound
I would think everyone would like to do that
Skip volume slider mods, fixer mods, and patches when you can and just type a new number for volume
I do recommend the fix mod for this mod because the tuning is done, I merged it with FO4Edit
Both mods endorsed, very nice
The problem isn't the volume, it's the activators. Walking over trash makes the sound loop over and over. I'll look into xedit myself, but I really don't know wtf im doing. I think a better version of this mod would be one that doesn't just reduce the volume of seagulls but the instances of them MINEMINEMINEMINEMINE ing
Rad Birds
https://www.nexusmods.com/fallout4/mods/43577?tab=description
I want to figure out how to stop the sound from even activating from stepping on trash piles, or reduce the occurrence it's even set off. The sound effects themselves are perfectly fine.
There are mods that completely silence the birds (and other things) with blank sound files.
So glad this is here to fix that
. ( I didn't bother to check if others already mentioned this, oh well... :happy:)
On it's DESCRIPTION page, just below the "Forever Free !" logo, he added :
. . . .. . .. . .. . .. . .. . .. . . . . .No support
. . .All Assets available as Modders Resource at Bird Sounds
Consists all 48 modified Sound Files from Crows and Radgulls as a Mod Resource.
-
Ƀ ᱰ Ɽ Ð ᕮ Ɽ X ᕮ Ɽ here : The following is the list of the contents of the archive,
as seen when you click on Preview file contents in the FILE page for it.
in case you're wondering the author of "Radiant Birds"...
containing the following : ( indipindi's posts were basically Skyrim related )
On 11 July 2017, His last one to date :
"...I Just came back to scripting after a long brake..."
-
:smile:In case you're reading this indipindi... Cheers !, aka, Prost ! ( in German, for any wondering ).
And, misquoting the dearly departed Douglas Adams,
"So long, and thanks for all the fine radiant bird sounds !" :laugh:
Bird Sounds-12911-1-0.rar
-
Data > Sound > Fx > NPC > Crow
NPC_Crow_Call_A_01.xwm (10 kb)
NPC_Crow_Call_A_02.xwm (10 kb)
NPC_Crow_Call_A_03.xwm (6 kb)
NPC_Crow_Call_A_04.xwm (4 kb)
NPC_Crow_Call_A_05.xwm (6 kb)
NPC_Crow_Call_A_06.xwm (4 kb)
NPC_Crow_Call_A_07.xwm (6 kb)
NPC_Crow_Call_C_01.xwm (6 kb)
NPC_Crow_Call_C_02.xwm (22 kb)
NPC_Crow_Call_C_03.xwm (6 kb)
NPC_Crow_Call_C_04.xwm (10 kb)
NPC_Crow_Call_C_05.xwm (4 kb)
NPC_Crow_WingFlap_01.xwm (20 kb)
NPC_Crow_WingFlap_02.xwm (17 kb)
NPC_Crow_WingFlap_03.xwm (21 kb)
NPC_Crow_WingFlap_04.xwm (16 kb)
NPC_Crow_WingFlap_05.xwm (21 kb)
NPC_Crow_WingFlap_06.xwm (17 kb)
NPC_Crow_WingFlap_07.xwm (20 kb)
NPC_Crow_WingFlap_08.xwm (22 kb)
NPC_Crow_WingFlap_09.xwm (16 kb)
NPC_Crow_WingFlap_10.xwm (17 kb)
NPC_Crow_WingFlap_11.xwm (11 kb)
NPC_Crow_WingFlap_12.xwm (15 kb)
NPC_Crow_WingFlap_Land_01.xwm (16 kb)
NPC_Crow_WingFlap_Land_02.xwm (15 kb)
NPC_Crow_WingFlap_Land_03.xwm (16 kb)
NPC_Crow_WingFlap_Land_04.xwm (18 kb)
NPC_Crow_WingFlap_LP.xwm (36 kb)
NPC_Crow_WingFlap_Takeoff_01.xwm (9 kb)
NPC_Crow_WingFlap_Takeoff_02.xwm (13 kb)
NPC_Crow_WingFlap_Takeoff_03.xwm (10 kb)
NPC_Crow_WingFlap_Takeoff_04.xwm (33 kb)
·
> RadGull
NPC_RadGull_Call_01.xwm (29 kb)
NPC_RadGull_Call_02.xwm (12 kb)
NPC_RadGull_Call_03.xwm (7 kb)
NPC_RadGull_Call_Distress_01.xwm (27 kb)
NPC_RadGull_Call_Distress_02.xwm (29 kb)
NPC_RadGull_Call_Distress_03.xwm (24 kb)
NPC_RadGull_Flap_01.xwm (18 kb)
NPC_RadGull_Flap_02.xwm (16 kb)
NPC_RadGull_Flap_03.xwm (17 kb)
NPC_RadGull_Flap_Land_01.xwm (16 kb)
NPC_RadGull_Flap_Land_02.xwm (18 kb)
NPC_RadGull_Flap_Land_03.xwm (18 kb)
NPC_RadGull_Flap_Takeoff_01.xwm (17 kb)
NPC_RadGull_Flap_Takeoff_02.xwm (17 kb)
NPC_RadGull_Flap_Takeoff_03.xwm (16 kb)
For that matter, you could try using the Radiant Birds sound files without the .esp. It would work fine, but with vanilla sound levels, so it would be pretty quiet.
Oh, wait - I think I remember that the mod adds a few new files. I don't know whether the .esp might crash if the files are missing. If it did work, there would at least be some missing sounds, maybe other issues.No it doesn't.This reminds me, I've been thinking some of the sounds still aren't loud enough. I'll try to post a small update before 2077.
So Long story short..I think only the esp is doing the trick.
btw thanks for answering.
(I was wrong before about added files though. It adds new sounds and variety but not more file names.)
Yes, those ONAM values control volume. All I did with this mod is tweak those numbers. You can add those tweaks (or your own) to any other mod and throw away this .esp. (I keep one "Tweaks" mod with lots of little changes like that.) But you still need the sound files, or all you'll get is slightly louder vanilla birds.
I haven't been playing much FO4 lately, but I will try to remember to find the older version and make it an optional file.
In the meanwhile, it's pretty easy to tinker with the volumes yourself, especially in FO4Edit. If you've never tried, it, you should! It's great fun, and introduces whole new ways to crash your game. (Mostly kidding. You can safely mess with this mod; all it does is nudge a few values.)
Please use v0.5b instead.
I'll try the new version that is a change and let you know what it sounds like.