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About this mod

Complete overhaul of gunshot sounds that covers all ranged weapons of Fallout 4 (player+NPC)

Permissions and credits
Please read the mod description before installing/using the mod!

(Videos were recorded with the mod Reverb and Ambiance Overhaul installed)

v1.8.2 - full-auto sounds showcase
+ NPC rifle & pistol sounds

v1.8 Cryolator & Plasma Flamer + sounds missing in v1.6 video

v1.6 all player sounds

This mod replaces gunshot sounds for the player and/or NPCs with completely new and hand-crafted sounds compiled from various open sources (including vanilla sounds) that have been individually edited and mixed in Audacity by myself.

This mod
*requires* AngryZealot's awesome modBetter Automatic Weapon Sounds - No more firing loops ,
for my automatic sounds to function as they were intended to. The mod will still work without it,
but many full-auto weapons WILL NOT be using the new sounds.
Also highly recommendedReverb and Ambiance Overhaul by mm137

Might I also suggest you to download my other complementary sfx mod? Commonwealth Explosion Overhaul

*UPDATE* v1.8.1 - added new sounds for Cryolator & Plasma Flamer. Stronger machinegun turret sound
v1.7 - now includes ALL full-auto weapons in the game!

*** CGOsoundsplugin.esp should come after BAWS (NoLoopingWeaponSounds.esp) in the load order ***
(for one of the bug fixes introduced by my mod to be functional, although that's not the only reason why you need BAWS.)

Don't forget to endorse the mod if you liked it!

This mod Includes semi-auto & full-auto sounds and also normal & suppressed sounds for:
10mm pistol
.44 revolver
All pipe weapons (pistol, rifle, bolt-action, revolver)
Combat shotgun
Combat rifle
Double barrel shotgun
Submachine gun
Assault rifle
Hunting rifle
Gauss rifle
Railway rifle
Laser pistol/rifle
Laser musket
Plasma pistol/rifle
Plasma sniper/scattergun
Plasma Flamer
Missile launcher
Gatling laser
Alien Blaster
Lever action rifle
Radium rifle
Harpoon gun
Western revolver
Handmade rifle

NPC sounds that are covered in this mod (semi/auto + normal/suppressed):
RifleGamma suppressed (Radium rifle) <--- new sounds added in, which were absent from Far Harbor DLC
Machine gun turret

These NPC sounds encompass nearly all weapons in the game, except a few that already have decent NPC audio like the Thirst Zapper, Gamma Gun, etc. (Most of them are shared by multiple weapons)

Q: Does it change any reload/explosion/bullet flyby sounds?
A: No, but it does introduce 2 new reload sounds. (Hunting Rifle, Lever Action Rifle)

Q: I have tried many other mods that claim to change the NPC sounds, but they don't seem to work. Who's to say this one does?
A: That's one of the main reasons I decided to make this mod. The thing is, Bethesda left many unused NPC sound files in the game and sort of lazily assigned many several weapons to the same NPC sound file. I went through several Sound Descriptors in xEdit and identified all the NPC sounds that are actually used in the base game. Then, I assigned new, much powerful sounds so that every gunfight should now give you PTSD. :D

Q: Any weapons that you haven't covered and/or are planning to cover next?
A: Yes. They are:
Gamma Gun
Junk Jet
But, I really don't think these sound too bad in vanilla so I probably won't touch them. Also, they're not very popular weapons to begin with.

Q: Why does this mod require B.A.W.S ? (Better Automatic Weapon Sounds)
A: In vanilla, most weapons have separate sound descriptors assigned to semi-auto and full-auto versions of them. The majority of this mod's audio files are  semi-auto files, and by installing BAWS, it allows for my sounds to apply to full-auto weapons as well.

Q: What other requirements does this mod have? And why does it include an .esp plugin?
A: The mod requires both Far Harbor and Nuka World DLC by default. I uploaded optional DLC-free plugins in the misc. files section.
It has an .esp plugin because it is necessary to make several new sounds to work properly. Also, this mod includes quite a few vanilla audio bug fixes.

Q: What vanilla audio bug fixes?
v1.2.1 - Suppressed Deliverer now plays (my new) quiet sounds when used by companion/NPC
v1.4  - Suppressed Radium Rifle now plays new quiet sounds which are absent in the base Far Harbor DLC (NPC/Player)
v1.5.1 - Suppressed Automatic Pipe Pistol/Rifle now plays sounds in proper stereo instead of mono when used by companion/NPC
v1.6c  - Institute weapons now play proper firing sounds when used by companion/NPC

Q: Why does the automatic pipe and automatic combat rifle sound the same when suppressed?
A: It's because I had to assign both weapons the same Sound Descriptor that I created from scratch. Otherwise, the combat rifle's sound just simply wouldn't change. Also it was required for several suppressed NPC weapons to have new sounds. There are still differences in the reverb parameters and rate of fire, so the similarities shouldn't be too noticeable.

Q: Why do several weapons share the same NPC sounds?
A: That's just the way how Bethesda coded the game to be. For example, RifleA sounds are shared by the hunting rifle, the combat rifle (semi/auto), and even DLC rifles like the lever action and handmade rifle. That's just the way it is. You will still hear some variation between weapons so it probably won't be too bothersome. (i.e the 10mm and pipe pistol have different NPC sounds)

Q: Can you convert the plugins to .esl?
A: All plugins are flagged as .esl in xEdit so they won't take up a slot in your 254 plugin limit. So, no I won't convert them.

Q: Is this mod compatible with the mod X?
A: Theoretically, yes, unless that mod modifies Sound Keyword Mapping and Sound Descriptor entries of:
- Deliverer
- Lever Action Rifle
- Radium Rifle
- Western Revolver
- Handmade Rifle (These 5 all have different .wav files assigned to their Sound Descriptors by my mod)
For use in combination with other sound mods, you could individually select which audio files to overwrite.

Q: Do you have any sound mod suggestions that I can use in combination with your mod?
A: Towbie's RWS by towbiekun (+ NPC only version)
Energy Weapon Sounds by Kelleth (install main CGO file, then overwrite the energy weapon sounds)
Realistic Explosion Sounds by FO4SoundModifications

If I give suggestions/improvements about your sounds, will you read and consider them in your next update?
A: Absolutely yes.

Q: Will this mod ever come to consoles?
A: No.
------------  Check out my other mods! ------------
Commonwealth Combat Overhaul
Commonwealth Music Overhaul

Deadly Traps and Hazards
Less Aggressive Settlers

I do not support Bethesda.net uploads. Do not upload my mod anywhere else without my permission.
저는 Bethesda.net 를 지지하지 않습니다. 허락없이 외부 사이트에 절대로 업로드 하지 마십시오.
Yo no apoyo a Bethesda.net. No subas mi mod en ningún otro lugar sin mi permiso.
Я не поддерживаю Bethesda.net. Не загружать мой мод где-либо еще без моего разрешения.
我不支持Bethesda.net。 未經我的許可,不要在其他地方上傳我的mod。
私はBethesda.netをサポートしません。 私の許可なく他の場所に私のモッズをアップロードしないでください。