Fallout 4
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JSRS Studios

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  • Full list of sound keywords

    JSRS_s_40_1911 - Colt M1911
    JSRS_s_40_357Revolver - .357 Magnum Revolver
    JSRS_s_40_44Revolver - .44 Magnum Revolver
    JSRS_s_40_9x39 - Unsuppressed 9x39 rifle, such as SR-3 Vikhr
    JSRS_s_40_AA12 - AA-12 Shotgun
    JSRS_s_40_ACR - Remington/Bushmaster ACR (.300 BLK version)
    JSRS_s_40_AKM - AKM, AK47, etc
    JSRS_s_40_AK101 - AK-101, AK variant chambered in 5.56 NATO
    JSRS_s_40_AK12 - AK12, more modern 5.45 variants
    JSRS_s_40_AK74 - AK74
    JSRS_s_40_AKS74u - AKS-74U, carbine variant of AK74
    JSRS_s_40_AR15 - AR-15, chambered in 5.56x45
    JSRS_s_40_AR300 - AR-15 chambered in .300 Blackout
    JSRS_s_40_AR458 - AR-15 chambered in .458 SOCOM
    JSRS_s_40_Ash12 - ASh-12.7/ShAK-12, bullpup rifle chambered in 12.7x55
    JSRS_s_40_ASV...

  • How to add or remove sounds via object modifications using FO4Edit

    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 wh...

  • How to add sounds to weapon mods using FO4Edit

    1. Open up FO4Edit and on module selection right-click and go to the 'Select none' option. Then tick the box next to 'jsrs.esp' and the mod you want to edit. In this example I will use the Kar98k mod by ShaquilleWang. Click ok.

    2. Right-click on the weapon mod .esp and select 'Add Masters' and choose 'jsrs.esp'. Note: the weapon mod should be lower than JSRS in the load order for this to work.

    3. Expand the weapon mod esp, and then expand the weapon branch. Click on the weapon you want to edit and scroll down to keywords. There will be a sound keyword with the prefix 's_40'. In the case of the Kar98k mod this keyword is 's_40_Kar98k'.

    4. Now expand jsrs.esp and then expand the keyword branch. Find the keyword you want to use and take note of its form id....