I have seen you comments from time to time abt the sounds sometimes not playing for certain actions. -Unfortunately it comes down to engine problem im afraid.
I tried diffrent approaches and its bigger than I can solve 100%. Althouh not gamebreaking, the ppl experiencing this is understandibly looking for answers.
I wish i had them all.
I added more sounds to the pool of every action, which seems to trick the game into using more of them, giving it bigger rotations and less repeating. Thats all I could manage with the tools and knowledge i had when developing this.
I do have a more solid "fix" for this tho, that solved it in total on my end. No guarantees tho because i havent tried it as an experiment on multiple computers. As you all know if you hang around this part of the internet, in any bethesda game the engine is not perfect.
-----So you need to help it out-----
Alt 1: -Fast travel to new location -then rest for atl. 48-72 hrs (for proper cell reset to kick in)
Alt 2: -try to find some location with ghouls and get somewhat close that you are in hearing distance, and they dont notice you. -save -stay in place unpaused and let the game rotate its pool of sounds for the action they ghouls are doing (idle, sitting, screaming) and after some time it hace started to use the "pool" of sounds properly rotating them. Make some food, walk the dog, take a nap, whatevvs. -poof, it works ( ____ FOR ME ____ )
Thing is that for some fkn reason when loading this into current game you need to give the game "time" to start rotating the new sounds, if that explains it somewhat. Im not enough of coding-knowledgeable to find or change the way the game rotates or change how its music files gets played in the coding department. All I "did" with this is use the ingame mechanics by script and found a way to replace and also insert more sounds for the actions, based on the filestructure and naming.
I hope this could help out.
Sometimes it happened for me too in the middle of a tunnel when the entrance was full of screams and sounds, to then become very subtle and repeating after walking through a door with loading screen, and then go back to more sounds again after a while. But it came and went per random. Nothing to point to thats making the "bug" appear other than changing cell.
If any of you wonderful ppl here have a permanent solution feel free to share. This "problem" seems to pop up on a random % basis rather than tied to incompability with other mods, so anyone with time and knowledge please be my guest in assisting.
Might be back someday with a new update, but for now I have dived into the waters of Starfield. Hope you keep enjoying the mod for times to come.
Now, I have said it before and I'll probebly say it again, but the latest update is now the final one, in this point of my life I have too much on my hands to be able to evolve this further. Maybe I'll have some more time to make this even greater, but for now this is how I will leave the mod for a while, because I'm really happy with its outcome :) Once again, thank you so much for all support and ideas, this have become a wonderful thing since I started working on it. Hope you like it, and as always, pls leave thoughts and suggestions, someday I might give it a go again and make a new update, maby with more features, who knows! Best regards /Failip
So, this is the final update, atleast for now. This have taken much of my free time but it was worth it, I am very happy with how the end result came out :) Thank you all for feedback and support, this have been done much thanks to the community here on the nexus. Now, enjoy the final 2.0 version and tell me all about your experiences, good as bad! /Failip
V1.6 is now live with improvements from feedback. All sounds should now be on about the same volume, and more varied, so im very happy with the current state. Some sounds are still loud as they are meant to be, some close combat files etc.
Me myself, and some of you users, have noticed that some soundfiles play very often and others hardly ever. It is not as much a question of lack of variety of soundfiles themselves, but in how fallout chooses to play them. Some files get played repeatedly, others hardly ever plays. It comes down to base game mechanics, and I dont know how to work around this. The best we can do with it with the tools I got at hand is to add more sounds for every action and hope that it makes the game use more of them in the loop. I hope this wont make you dislike the mod. Updates are being worked on as im typing this :) Feedback is always welcome! Just keep a good tone and we can do some wonders my dudez. (y)
If you are using this mod with any reverb and ambience mods you may find that the ghoul noises are too loud in the overall sound mix with everything else.
I've made a normalised version (with Failip's permission) which brings all the sounds in line and reduces the peak of the loudest 'screams' so as not to be too ear-bleedy.
I see that the final version 2.2 is an ESL only. That makes us VR folks sad :( VR cannot use ESL. Would you please please upload a No forms compacted ESP file version too? For us VR users. Pretty please?
Edit: Nwm, I changed the name of the file to ESP and it seems to work fine now. I'm a happy VR player now :) Thanks for your great work!
Startup Sound issue; When launching the game, I get sound but visible cursor on the screen. I click on the screen to bring the Fallout 4 window to focus, and then I have absolutely zero sound. Anyone else experiencing this, or have any solutions?
Edit: seems like this happens with any Ghoul Sound mod for me, not just this one. confusing.
2 words - pure insanity. My pipboy light casts shadows, Dark Commonwealth mod is slowly getting finished, I have More Feral Ghouls A Zombie Mod, Defective Synths mod is even more brutal with this one than before. Dude, are you aware that people with weaker hearts can have problems?
hey, thank you very much for your mod, I love it, all the variety of noises is awesome.
In the few hours I played, I feel like the sounds/screams of the ghouls in your mod only activate when the ghouls hit me. I very rarely even almost never hear their cries when they are simply walking without having spotted me. What I mean is that if I'm in a "dungeon" and there are ghouls in front of me, they don't make any noise. Its is normal? ;)
233 comments
-Unfortunately it comes down to engine problem im afraid.
I tried diffrent approaches and its bigger than I can solve 100%.
Althouh not gamebreaking, the ppl experiencing this is understandibly looking for answers.
I wish i had them all.
I added more sounds to the pool of every action, which seems to trick the game into using more of them, giving it bigger rotations and less repeating.
Thats all I could manage with the tools and knowledge i had when developing this.
I do have a more solid "fix" for this tho, that solved it in total on my end. No guarantees tho because i havent tried it as an experiment on multiple computers.
As you all know if you hang around this part of the internet, in any bethesda game the engine is not perfect.
-----So you need to help it out-----
Alt 1:
-Fast travel to new location
-then rest for atl. 48-72 hrs (for proper cell reset to kick in)
Alt 2:
-try to find some location with ghouls and get somewhat close that you are in hearing distance, and they dont notice you.
-save
-stay in place unpaused and let the game rotate its pool of sounds for the action they ghouls are doing (idle, sitting, screaming) and after some time it hace started to use the "pool" of sounds properly rotating them. Make some food, walk the dog, take a nap, whatevvs.
-poof, it works ( ____ FOR ME ____ )
Thing is that for some fkn reason when loading this into current game you need to give the game "time" to start rotating the new sounds, if that explains it somewhat.
Im not enough of coding-knowledgeable to find or change the way the game rotates or change how its music files gets played in the coding department.
All I "did" with this is use the ingame mechanics by script and found a way to replace and also insert more sounds for the actions, based on the filestructure and naming.
I hope this could help out.
Sometimes it happened for me too in the middle of a tunnel when the entrance was full of screams and sounds, to then become very subtle and repeating after walking through a door with loading screen, and then go back to more sounds again after a while.
But it came and went per random. Nothing to point to thats making the "bug" appear other than changing cell.
If any of you wonderful ppl here have a permanent solution feel free to share. This "problem" seems to pop up on a random % basis rather than tied to incompability with other mods, so anyone with time and knowledge please be my guest in assisting.
Might be back someday with a new update, but for now I have dived into the waters of Starfield.
Hope you keep enjoying the mod for times to come.
/Failip
Once again, thank you so much for all support and ideas, this have become a wonderful thing since I started working on it.
Hope you like it, and as always, pls leave thoughts and suggestions, someday I might give it a go again and make a new update, maby with more features, who knows!
Best regards /Failip
This have taken much of my free time but it was worth it, I am very happy with how the end result came out :)
Thank you all for feedback and support, this have been done much thanks to the community here on the nexus.
Now, enjoy the final 2.0 version and tell me all about your experiences, good as bad!
/Failip
All sounds should now be on about the same volume, and more varied, so im very happy with the current state.
Some sounds are still loud as they are meant to be, some close combat files etc.
Hope you like it :)
//failip
Some files get played repeatedly, others hardly ever plays. It comes down to base game mechanics, and I dont know how to work around this.
The best we can do with it with the tools I got at hand is to add more sounds for every action and hope that it makes the game use more of them in the loop.
I hope this wont make you dislike the mod. Updates are being worked on as im typing this :)
Feedback is always welcome! Just keep a good tone and we can do some wonders my dudez. (y)
Edit: this problem have now been solved bois :)
If you are using this mod with any reverb and ambience mods you may find that the ghoul noises are too loud in the overall sound mix with everything else.
I've made a normalised version (with Failip's permission) which brings all the sounds in line and reduces the peak of the loudest 'screams' so as not to be too ear-bleedy.
Horrorghouls Normalised
Damn those ghouls' sounds are scary and so damn good!
Edit: Nwm, I changed the name of the file to ESP and it seems to work fine now. I'm a happy VR player now :)
Thanks for your great work!
This one adds by far the most new sounds. The others simply replace, but this mod even adds new sounds ;-)
Would you share your fix? I currently have the same problem with a Power Armor Impact SFX Mod i am creating (i have like 40 different impact sounds^^)
Would be much appreciated!
Edit: seems like this happens with any Ghoul Sound mod for me, not just this one. confusing.
In the few hours I played, I feel like the sounds/screams of the ghouls in your mod only activate when the ghouls hit me.
I very rarely even almost never hear their cries when they are simply walking without having spotted me.
What I mean is that if I'm in a "dungeon" and there are ghouls in front of me, they don't make any noise.
Its is normal? ;)