Version 1.1+: correcting an oops When installing this version, until you check your sliders in-game, your sound might be kinda loud when you load in! Take care with cranked speakers or headphones!
So after actually getting some sleep and testing things further, looking at the plugin, the sound records, and the docs for the CK, I have obtained scientific proof that I am a dumbass. No special actions needed to upgrade from 1.0; either let your mod manager handle it, or uninstall 1.0 then activate 1.1, no "save cleaning" or other voodoo required.
I had nerfed the volume so as to not blow my own head off when loading my test game.... but then never restored it. This was most noticeable in all the voice lines being much quieter than they should've been,.
TL;DR wat duz "attenuate" meen herp derp TL;DC no it doesn't refer to your dinner time
The trickery with sliders is done with a mod plugin. The plugin must be loaded in order to rearrange the sliders. That means you should NOT access the Settings -> Audio from the main menu,
because if you haven't loaded a savegame yet there's no plugins and it will reset all the damn sliders not that i found this out the hard way or anything :P
If you find a mod has reverted to not saving position, you probably touched Audio settings outside a savegame, or switched your Mod profile, or something else we can't really do anything about, so:
go into <your My Documents folder>\My Games\Fallout 4\Fallout4Prefs.ini and look for the section that starts with [AudioMenu] where you'll see a bunch of nonsense like
fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0
fVal6=1.0000 uID6=0
Keep the "Master" line as it is, and delete all "uIDx=0" entries. Also delete the fValx= entries that match those uIDs (so in the above example, see how uID6 goes with fVal6, etc). So you'd have something like this:
Then start the game and immediately load your save, remembering to never touch the Settings -> Audio from the main menu. You'll have to re-do all your volumes once in the game, but they will once again save. Until you switch profiles again. No way around that part, sadly, the game's just doing what it's told and saving to the .ini....
As you probably know by now, the next-gen update broke damn near everything. I strongly recommend using a downgrader to keep it at .163, i have no idea how well - or if - any of my mods will work otherwise, thanks to this update that added nothing and took away much and more.
Honestly, the next time you see FO4 on sale on GoG for like 10 bucks for all the DLC included, snag it. No DRM, no Creation Club and none of this steam "force you to update" nonsense to work around.
I will be reinstalling FO4 on my new PC over the coming weeks (i had a LOT of mods...) and making sure i have a good, clean install to work with using MO2, after which i will get started on going over my stuff and seeing what still needs updates.
Question; in your sticky note you state, "you should NOT access the Settings -> Audio from the main menu". Does that include before you've ever installed this mod (with plans on installing it) or only after you install this mod?
Additionally, are there optimal setting you should set or reset your Fallout4Prefs.ini or Fallout4Custom.ini, Audio Section to, before installing this mod or are previous settings okay as long as you don't ever readjust them through the "Settings -> Audio" menu after the installation of the mod?
"Sounds" is the one area I have not modded in my game yet and I'm starting to look at sound mods like NPC footsteps and new gun sounds. This looks like it would be an awesome inclusion to that and a must-have. I'm just making sure I understand how it all works before installing.
I'm gonna clear this up, even though it's probably about 15 days too late for you.
No, accessing Audio via Main Menu only counts for AFTER you install the mod. If you did so before, nothing bad will happen. Also, you do not need to change anything in your INI files before installing or while using it.
ONLY if you accidentally access the Audio Settings in the Main Menu AFTER installing the mod, do you need to follow the steps in the sticky above. This is because the mod "removes" some entries from the vanilla audio settings and moves them over to the MCM of this mod. This way, mods that add their own audio sliders to the vanilla menu, can be saved by the game.
The reason why you should not access the audio settings via the main menu is, because it will reset changes the mod made and add the vanilla audio sliders this mod "removed" back in to the vanilla menu. This will result in the settings added by mods no longer being saved and in turn reset, since the game can only handle a maximum of 7(?) sliders.
for a mod thats called persistent volume sliders your volume sliders arent persistent for me, everything resets to 33% each time i restart the game even when i manually changed the mcm config outside the game it wont apply until i open the mcm menu
Try this for a fix: The 2 values in the "Fallout4custom.ini" file control the slider settings fVal(x)= (is the Volume Level) and uID(x)= (is the Associated Slider) Since the Games uID values are Dynamic (which means they can change from a configuration change) you need to make sure the Games Settings and the Fallout4custom.ini Settings MATCH. Start up your game and write down the settings you get from typing in the console "help audiomenu 0". This will show you the values the game currently has assigned to those variables. Write them ALL down for uID(x) and fVal(x) Then Edit your Fallout4custom.ini file to reflect those values under the [AudioMenu] heading (Deleting any uID(x) values that are equal to zero. Note that the volume levels for the fVal variable is not linear in my experience and thus it will take some tweaking using the fVal variable to get the sound exactly where you want it but the settings will stay as you input them for the associated slider it controls [UNTIL YOU MAKE A CHANGE THAT RESETS THE uID VALUES UNFORTUNATELY].
The unfortunate fact is that Bethesda code is half jank and half "close enough." On top of that, I am performing witchcraft and skullduggery to get around a goofy engine limitation that no one can fix but Bethesduh.
Bottom line is - it works for lots of people. And then sometimes it doesn't. Then it will again for a while. Or not.
But it was a sudden idea i had as the best way - and possibly the only way - to get around the hardcoded 7-slider limit that the Settings menu has, and it has worked for me ever since almost all of the time. Still to this day sometimes True Storms values get reset - maybe like, once every 2-4 weeks. It's bizarre.
TL;DR forward all complaints to Todd unless or until i can figure something else out.
I honestly have no idea - half of it is a bunch of MCM settings, so if MCM still works in NG, then that part's ok.
The other half is moving the default sound channels out of SETTINGS and into MCM by their channel IDs. So if Bethesda left those the hell alone - and there's absolutely no reason they should've changed - then that part should be OK too.
But Bethesduh has made a habit of changing stupid s#*! for no reason with their after-the-fact updates, and lately, has done a pretty good job of giving most mod authors, and PC users, a giant middle finger.
So I am frozen on .163 and have no intention of ever touching the useless update, which adds pretty much nothing for PC gamers anyway, in addition to breaking many perfectly good mods that have worked for 7-10 years now.
TL;DR Maybe? Make a hard save, back up your save, and try it. If Bethesduh hasn't COMPLETLEY lost their minds, it should be fine.
Absolute must-have mod for me. My audio set-up (so far) : Reverb and Ambience Overhaul - Tweaked, LOST Audio Tweaks. Fallout 4 Resound Project - Guns and Persistent Volume Sliders. I now have four sliders in Main Menu -> Settings -> Audio (Master, Reverb, Ambience and Guns) and the rest are in Main Menu -> MCM -> Persistent Volume Sliders. Gives me granular control over most (though not all) sounds in my game and settings stick on reloading a save. I have not experienced any problems with the voice volume either : just went to speak with Codsworth with my voice slider set at 0.4 and it was perfect for me. I hope the people experiencing problems can find a solution.
Thank you! I have a new PC and FO4 is not even installed on it..... I was wondering if this was still working especially after the "next gen' update.
Not sure what could possibly cause the muted voices, i don't touch the settings of the sound channels themselves (vanilla or mod-added), i just move them around to different places. When I get some time i'd like to reinstall my FO4 setup and do some tests.
I came here looking for persistent sliders for audio cuz mine its too low... Sadly this makes everything even more quiet than it already is.... Except gunshots, reloads and explosions, those are as loud as they can get and shake my sub and both speakers on my table... but voices, footsteps, radio, world radio, world comms like speakers and such, all that is barely audible even with everything on max... I wish someone made a real mod to adjust more of the audio options so I could tweak it even with some kind of audio overdrive cuz weapons at 20% are good but voices at 100% are still way too quiet... Something aint right with the game cuz I dont recall having this issue 3 years ago and not even on release.
does this mod detect sliders from other mods at the start of a new game and move them to the mcm? im not seeing a few sliders in the mcm after adding said mods mid play through.
my issue is that i have to keep going to the in game audio settings to turn down the sliders from these mods as they get randomly reset to max (i think on a fresh boot up load). would i need to start a new game for these sliders to be detected and moved to the mcm? are they normally supposed to be moved?
78 comments
When installing this version, until you check your sliders in-game, your sound might be kinda loud when you load in! Take care with cranked speakers or headphones!
So after actually getting some sleep and testing things further, looking at the plugin, the sound records, and the docs for the CK, I have obtained scientific proof that I am a dumbass. No special actions needed to upgrade from 1.0; either let your mod manager handle it, or uninstall 1.0 then activate 1.1, no "save cleaning" or other voodoo required.
I had nerfed the volume so as to not blow my own head off when loading my test game.... but then never restored it. This was most noticeable in all the voice lines being much quieter than they should've been,.
TL;DR wat duz "attenuate" meen herp derp
TL;DC no it doesn't refer to your dinner time
go into
<your My Documents folder>\My Games\Fallout 4\Fallout4Prefs.ini
and look for the section that starts with
[AudioMenu]
where you'll see a bunch of nonsense like
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
uID6=0
Keep the "Master" line as it is, and delete all "uIDx=0" entries. Also delete the fValx= entries that match those uIDs (so in the above example, see how uID6 goes with fVal6, etc). So you'd have something like this:
[AudioMenu]
fAudioMasterVolume=1.0000
fVal3=0.3384
uID3=1795164166
fVal2=0.2270
uID2=1795164165
fVal1=0.3452
uID1=301992001
fVal0=0.1946
uID0=301992003
with no entries where uID is zero.
Then start the game and immediately load your save, remembering to never touch the Settings -> Audio from the main menu.
You'll have to re-do all your volumes once in the game, but they will once again save. Until you switch profiles again. No way around that part, sadly, the game's just doing what it's told and saving to the .ini....
As you probably know by now, the next-gen update broke damn near everything. I strongly recommend using a downgrader to keep it at .163, i have no idea how well - or if - any of my mods will work otherwise, thanks to this update that added nothing and took away much and more.
Honestly, the next time you see FO4 on sale on GoG for like 10 bucks for all the DLC included, snag it. No DRM, no Creation Club and none of this steam "force you to update" nonsense to work around.
I will be reinstalling FO4 on my new PC over the coming weeks (i had a LOT of mods...) and making sure i have a good, clean install to work with using MO2, after which i will get started on going over my stuff and seeing what still needs updates.
Additionally, are there optimal setting you should set or reset your Fallout4Prefs.ini or Fallout4Custom.ini, Audio Section to, before installing this mod or are previous settings okay as long as you don't ever readjust them through the "Settings -> Audio" menu after the installation of the mod?
"Sounds" is the one area I have not modded in my game yet and I'm starting to look at sound mods like NPC footsteps and new gun sounds. This looks like it would be an awesome inclusion to that and a must-have. I'm just making sure I understand how it all works before installing.
No, accessing Audio via Main Menu only counts for AFTER you install the mod. If you did so before, nothing bad will happen.
Also, you do not need to change anything in your INI files before installing or while using it.
ONLY if you accidentally access the Audio Settings in the Main Menu AFTER installing the mod, do you need to follow the steps in the sticky above.
This is because the mod "removes" some entries from the vanilla audio settings and moves them over to the MCM of this mod.
This way, mods that add their own audio sliders to the vanilla menu, can be saved by the game.
The reason why you should not access the audio settings via the main menu is, because it will reset changes the mod made and add the vanilla audio sliders this mod "removed" back in to the vanilla menu. This will result in the settings added by mods no longer being saved and in turn reset, since the game can only handle a maximum of 7(?) sliders.
The 2 values in the "Fallout4custom.ini" file control the slider settings fVal(x)= (is the Volume Level) and uID(x)= (is the Associated Slider)
Since the Games uID values are Dynamic (which means they can change from a configuration change) you need to make sure the Games Settings and the Fallout4custom.ini Settings MATCH.
Start up your game and write down the settings you get from typing in the console "help audiomenu 0". This will show you the values the game currently has assigned to those variables. Write them ALL down for uID(x) and fVal(x)
Then Edit your Fallout4custom.ini file to reflect those values under the [AudioMenu] heading (Deleting any uID(x) values that are equal to zero.
Note that the volume levels for the fVal variable is not linear in my experience and thus it will take some tweaking using the fVal variable to get the sound exactly where you want it but the settings will stay as you input them for the associated slider it controls [UNTIL YOU MAKE A CHANGE THAT RESETS THE uID VALUES UNFORTUNATELY].
Bottom line is - it works for lots of people. And then sometimes it doesn't. Then it will again for a while. Or not.
But it was a sudden idea i had as the best way - and possibly the only way - to get around the hardcoded 7-slider limit that the Settings menu has, and it has worked for me ever since almost all of the time. Still to this day sometimes True Storms values get reset - maybe like, once every 2-4 weeks. It's bizarre.
TL;DR forward all complaints to Todd unless or until i can figure something else out.
does your mod work with the pure next-gen update? (no downgrade of any kind).
thank you for your amazing mod.
The other half is moving the default sound channels out of SETTINGS and into MCM by their channel IDs. So if Bethesda left those the hell alone - and there's absolutely no reason they should've changed - then that part should be OK too.
But Bethesduh has made a habit of changing stupid s#*! for no reason with their after-the-fact updates, and lately, has done a pretty good job of giving most mod authors, and PC users, a giant middle finger.
So I am frozen on .163 and have no intention of ever touching the useless update, which adds pretty much nothing for PC gamers anyway, in addition to breaking many perfectly good mods that have worked for 7-10 years now.
TL;DR Maybe? Make a hard save, back up your save, and try it. If Bethesduh hasn't COMPLETLEY lost their minds, it should be fine.
Endorsed.
Not sure what could possibly cause the muted voices, i don't touch the settings of the sound channels themselves (vanilla or mod-added), i just move them around to different places. When I get some time i'd like to reinstall my FO4 setup and do some tests.
said mods are:
fallout 4 resound project - guns
realistic reverb and ambience overhaul - vr and fp
npc footstep overhaul (as well as its patch from realistic reverb and ambience overhaul - vr and fr)
my issue is that i have to keep going to the in game audio settings to turn down the sliders from these mods as they get randomly reset to max (i think on a fresh boot up load). would i need to start a new game for these sliders to be detected and moved to the mcm? are they normally supposed to be moved?