I barely have any idea what I'm doing, I'm very new to this. I haven't leveled every single interior rumble in the game yet, and I'm not sure if all of the changes I have made are for the best or I over did it. I've made sure to only de-amplify the sounds indoors that are a monotone droning noise. The reverb in caves and tunnels is also lowered, but I hope I didn't go too far because things like the creaking metal and steam etc. of dungeons really adds to the atmosphere. Anyways, thanks for support and I hope you enjoy it. I need scissors, 61.
I'm confused. I have "even more less brr" and I have no idea whether I am supposed to update to the new one or not? What changed? There's no changelog? :)
You're right, it needed dusting off. Updated version that hopefully sucks slightly less! I'll definitely be working on it again, you beautiful person, you.
I used to name my mods/versions non-sense because I don't take anything online seriously and I never planned to delve as far into modding as I do now. I'm trying to make things more clear now that my soul has been consumed by the art. All I see are demons :D help.
Modding is strangely addictive!! Can't wait to try the new one. You chould check out FOMOD creator too, holy crap that thing is so cool. Also try BA2 packer from modding resources.
You can only have ONE ba2 per esp, and there's a limit to esp and ba2s.....I had to completely change the structure of my mod because of this to keep it in one fomod without having 3 massive BA2s in there. If you need any help send me a message with your Discord name and I'll add you :D.
These are sound decriptors in Fallout4.esm that call for those sound files You can increase the static attenuation to lower the volume You can rebuild the mod with no sound files if you like e7506 and 17a511
These decriptors call for "rumble" sounds Maybe you want these changed too maybe 231d3 maybe ddee3
I am getting better at finding things with FO4Edit I know nothing about sound files Your mod helped me find these files, thank you
Hi, I agree with deleted42202115. Using xEdit, and applying a filter to find all records with and SNDR in the Record Signature and containing 'Rumble' or 'Bed' in their EDIDs, you get:
Increasing attenuation does not mute the sound unless you set a very high attenuation. It is easier to play with attenuation than to remake the wav files.
Respect to your comment:
... It's the best I could do until I figure out why .BA2 is ignoring audio files.
Did you try with NO compression when archiving to BA2?
Re: deleted69420 This is one of the very first mods I ever made. I probably could do it like that nowadays, but it begs the question: If you already knew how to do that, why haven't you already? In all honesty, it's much faster for me to remake the *.xwm files than mess with dubious xedit records
Re: sound archives Yes, of course I used "no compression", you silly sausage. That's pretty basic stuff. 😘 According to my failing memory and Internet, the game has issues with loading sound ba2s and loading ba2s in general with loose files enabled.
I have had issues with my loose sound files not being recognized until I packed them into a .ba2, and vice versa. Archive invalidation invalidated. I suppose this is just one of the versa moments.
You don't need to be unpolite when people makes suggestions. It's your mod, so make it like you want, and simply ignore comments ... or block them. And, yes, I have made some audio tweaks for myself that way.
From the Creation Kit wiki:
In other words, you typically want to author the source sound file at or near its maximum full-scale volume, then attenuate that volume using this slider rather than within the file itself. Note that you cannot add gain ... only attenuate.
From other sources:
... xwm is the preferred format by the game engine.
... But what ever audio tool you use ensure you export/save your .wav files as the signed Microsoft 16bit format and NOT the 32bit one. Fallout will not recognise 32bit formats.
Unpolite? I called you a silly sausage.. if you think that's offensive then I quit humanity. I will also never block anyone over a disagreement, I prefer to learn from engagement... Or at least get entertainment.
I still prefer to directly edit audio files than trust creation engine to do anything right.
Don't tell me to have a nice day, you're not my real mom YOU CANT TELL ME WHAT TO DO
Btw, I was being facetious/ironic, thought it was more obvious, I wasn't actually trying to be rude, I apologize if it came off as antagonistic, not my intention. I don't take anything on the internet seriously.
All I meant by all of that was I already knew about changing SNDR, and maybe editing records in an .esp would be the most "professional" way to do it, it's much less complicated and much faster for me to actually work with the sound files themselves.
As for the formats... I'll just let you know, I tried archiving with all files as .xwm, and the sounds were still ignored. I've read that Sounds.ba2 won't be loaded by the game, but I've definitely "fixed" custom audio files not being played when loose to suddenly working when I archived them.
Also, you can use both .xwm and .wav but not both in the same location... oddly enough, before I learned that I had both file types mixed in the same folder (archive2 was just...making copies of all my .wav files as .xwm, doubling the file count, because Bethesda) and the sound still played so, the game engine doesn't even play by it's own rules sometimes. Sometimes it's just throwing poop at the wall to see what sticks lol.
Anyways, at the end of the day, I'm just happy that some folks liked the thing I made.
I've been looking for this for a long while now! Couldn't find it and supposed it had been deleted, but it turns out that the "My Little Pony" tag is to blame. You may wish to consider removing the tag. Sound edits like this can be serious sanity savers.
Really? I thought it'd just make it show up more in searches, I'll remove the goof tags then. Thanks for letting me know. I just thought it was funny lol.
Also, there appears to be an issue with the new versions I made not working at all, so I took em back down. Working on it right now. I updated it with the loose files. It's the best I could do until I figure out why .BA2 is ignoring audio files.
Thanks for telling me. I'll keep this tracked till you get it sorted out.
Oh, and you're welcome. I love mods like this.
When I was little, my grandparents worked at a printing press. It seemed more like a massive factory to my young eyes, and many of the rooms were filled with this profound silence, which, as you probably can guess, is not silent at all. It was very oppressive to the ear drums.
I used to sneak down into the basement where my grandfather had his dark room, and that's where the "silence" was the strongest. The creepy thing about the place is that there's a filled-in tunnel that led to other buildings in the district. Ever wanted to run away from something, yet felt curiously drawn to stay? That's the feeling that "silence" gave me. To this day, if I walk into a building that has a similar sound, I freeze up and get out of there as soon as possible.
Edit: Saw your edit. I'll give the new version a whirl. Thank you.
eh.. i think i uploaded the wrong file again.. im tired scheiße... I'm pretty sure I got it this time. Now I can figure out the thing. Sorry 'bout that.
Interesting thread you were spinning there, I kinda wanted to keep reading lol.
I got the update out. I have no idea why packing into a .ba2 isn't working. It could very well just be that it doesn't work for ME and I'm overthinking it. Either way, glad ya like it. Bethesda needs to fire their sound designer.
Sorry, I get a high when a mod I made works and instantly steamroll into "HOW CAN I MAKE IT BETTER???" and as soon as I'm like, "it is complete".. I play the game for 10 minutes and my brain is like "yeah but what if". It's a vicious cycle. I find it kind of weird that obsession with making something for other people as good as I can is met with such hostility, lol.
Also, I can't tell if joking or not. Did it really delete other sounds?
What do you mean by "met with such hostility"? First release was ok, second and the final 1.3.swag.2 were better but the 1.4.killme.igiveup.2 mods sounds that doesn't have anything to do with the mod's description. I found the 3 first versions way more better thanthe last one.
The only thing I changed from the latest version from the previous is I leveled the audio of a few more interiors. I'll go back over it and make sure it's not messing with power armor and weapons. It's not supposed to touch those directories at all.
Well it looks like I porked the poodle on that one, I accidentally added my entire sound folder, not just the changes I made myself. I need to stop doing this while binge drinking. Sorry for the mistake, and thanks for catching it. Fixing now.
is this the sound you hear in caves or interior cells that reverb and ambiance mod makes it un bearable? if not could you find that file and tone it down as well pls
One problem I've always had with the Reverb and Ambience Overhaul is that my menu changes don't stick after I save them, so I've resorted to editing the default menu values in its esp, instead.
I appreciate it and no problem. Good news, I put up another betterer version, more rumbles removed, loads faster, grants immortality but only for 5 seconds (working on an update for that).
I've made sure to only de-amplify the sounds on interiors that are a monotone droning noise. The creaks of metal and steam escaping pipes etc. I haven't touched. I feel like those really add to the atmosphere and don't happen enough to be unpleasant. I also haven't done every single location in the game yet, but I'll be working on this for a while. I hope you enjoys. :)
One is loose files and requires archive invalidation. But for some reason AA doesn't always work. I believe it's a bug or flaw in AA. The new version uses a .ba2 instead and more of the sounds work.
I tried doing a ba2 with power armor and it wouldn't work at all unless loose files. So it's a guessing game until you find what works sometimes.
If that sounds like a pain in the ass, that's because it is.
Thank you for removing that levelup sound replacement. That was so irritating and it took me a moment before I checked in MO 2 at the data folder to see it was coiming from your mod. So tyvm for your update I know I could have just removed it, but just saying thanks
Neil DeGrasses Tyson was just breaking all kinds of immersion lol
That wasn't my original intent to include that, was an accident add from another mod when I uploaded my entire sounds folder instead of just the changes I made.
As for immersion, I will respectfully disagree. I wish Neil deGrasse Tyson announced every time I level up in real life. :)
I see the folders have changed from sound/ambience to sound/fx/ambience. Which is correct? That little cave at Coastal cottage is not affected(still rumbles and windy) for what ever reason.
So it looks like the previous version had the file path wrong. Nexus won't let me delete it so the most I could do was upload the same thing twice just so no one accidentally uses the borked one. And like I said, for some reason, no amount of audio diddling seems to change the rumble in certain areas. The Sausage Ironworks for example, it only has a few sounds that rumble and the rest are bubbling and creaking metal. I tried basically muting them and when I load a game it still roars like my gut after Chipotle. I tried so many things hoping maybe it was using the sound from another directory, like maybe industrial buildings or something but no avail. I kinda give up unless someone can point out which files it actually uses or I manage to find out thru xedit.
You'll be happy to know I've made a breakthrough. I had an idea, "what if archive invalidation just isn't invalidating?" Now all of the edits made are in a bsa, so no more dealing with loose files or pesky archive invalidation bugs.
79 comments
I barely have any idea what I'm doing, I'm very new to this. I haven't leveled every single interior rumble in the game yet, and I'm not sure if all of the changes I have made are for the best or I over did it. I've made sure to only de-amplify the sounds indoors that are a monotone droning noise. The reverb in caves and tunnels is also lowered, but I hope I didn't go too far because things like the creaking metal and steam etc. of dungeons really adds to the atmosphere. Anyways, thanks for support and I hope you enjoy it. I need scissors, 61.
I used to name my mods/versions non-sense because I don't take anything online seriously and I never planned to delve as far into modding as I do now. I'm trying to make things more clear now that my soul has been consumed by the art. All I see are demons :D help.
Modding is strangely addictive!! Can't wait to try the new one. You chould check out FOMOD creator too, holy crap that thing is so cool. Also try BA2 packer from modding resources.
You can only have ONE ba2 per esp, and there's a limit to esp and ba2s.....I had to completely change the structure of my mod because of this to keep it in one fomod without having 3 massive BA2s in there. If you need any help send me a message with your Discord name and I'll add you :D.
You can increase the static attenuation to lower the volume
You can rebuild the mod with no sound files if you like
e7506 and 17a511
These decriptors call for "rumble" sounds
Maybe you want these changed too
maybe 231d3
maybe ddee3
I am getting better at finding things with FO4Edit
I know nothing about sound files
Your mod helped me find these files, thank you
Just as an aside, I didn't want to remove the rumbles..just tone them down.
You can also play the game with zero sounds if you turn the volume down :D
I agree with deleted42202115. Using xEdit, and applying a filter to find all records with and SNDR in the Record Signature and containing 'Rumble' or 'Bed' in their EDIDs, you get:
AMBInteriorVaultGenericBedMainALP [SNDR-000299AD]
AMBIntSteamTunnelsBedALP [SNDR-000EB35A]
AMBIntSteamTunnelsRegionRumbleA [SNDR-000ECADD]
AMBIntCaveSpotRumbleA2DLP [SNDR-000ECCE8]
AMBIntCaveSpotRumbleB2DLP [SNDR-000ED958]
AMBIntNauticalBedALP [SNDR-000F0502]
AMBIntShipwreckBedALP [SNDR-001560CB]
AMBIntHighTechRegionRumbleB [SNDR-0017A511]
AMBIntPrydwenBedALP [SNDR-0018BB57]
AMBIntPrydwenBedBLP [SNDR-0019164A]
AMBIntChargenPlayerHouseBathroomBedLP [SNDR-0019CD7C]
AMBIntSpotGenericRumbleA2DLP [SNDR-0003C8F5]
AMBIntNauticalBedSpotBLP [SNDR-001DF648]
AMBIntNauticalBedSpotCLP [SNDR-001DF64A]
AMBIntIndustrialSaugusBedALP [SNDR-001E1AB1]
AMBIntIndustrialSaugusRumble2DALP [SNDR-001E1AB6]
AMBIntIndustrialSaugusBedBLP [SNDR-001E59C2]
AMBIntIndustrialSaugusSpotRMoltenPoolA3D [SNDR-001E59C6]
AMBIntIndustrialSaugusSpotRMoltenPoolB3D [SNDR-001E59CF]
AMBInteriorGenericBedBLP [SNDR-001FFC1F]
AMBInteriorVaultGenericBedRoomALP [SNDR-00218126]
AMBInteriorVaultGenericBedRoomBLP [SNDR-00218127]
AMBIntSpotGenericRumbleC2DLP [SNDR-0003C8F7]
AMBInteriorVaultGenericBedSecretMainALP [SNDR-00218128]
AMBIntHighTechSpotRBRumbleMetal2D [SNDR-002313D3]
AMBIntSpotGenericRumbleB2DLP [SNDR-00237FF3]
AMBIntSteamTunnelsBedPipeLP [SNDR-0023839E]
AMBIntSteamTunnelsBedRailroadHQLP [SNDR-00238A81]
AMBIntCaveRumble2D [SNDR-00238BB3]
AMBIntIndustrialSpotMachineHumA3DLP [SNDR-00238BC8]
DLC03AMBIntIndustrialNucleusRumble2DALP [SNDR-0104D2DF]
DLC03AMBIntIndustrialNucleusBedALP [SNDR-0104D2E0]
DLC03AMBVRSpotRumble2DALP [SNDR-0105D6B5]
AMBIntSubwayBedALP [SNDR-0003F365]
DLC03AMBVRRegionRumbleA [SNDR-0105D6C3]
DLC03AMBIntAcadiaBedServerALP [SNDR-0105D7AE]
DLC03AMBIntAcadiaBedALP [SNDR-0105D7B4]
DLC03AMBIntAcadiaRegionRumbleB [SNDR-0105D7CB]
DLC03AMBIntAcadiaRumbleA2DLP [SNDR-0105D7CD]
DLC06AMBIntCave88BedALP [SNDR-02001423]
DLC04AMBInteriorJunkyardUFOBedALP [SNDR-03051C82]
DLC04AMBInteriorJunkyardUFOBedBLP [SNDR-03051C83]
DLC04AMBInteriorJunkyardUFOBedLP [SNDR-03051C84]
DLC04AMBIntBottlingPlantBedLP [SNDR-03057123]
AMBIntSubwayRumble [SNDR-00059FBE]
AMBInteriorGenericBedALP [SNDR-000C5D08]
AMBIntIndustrialBedALP [SNDR-000DAEC9]
AMBIntIndustrialRumble2DALP [SNDR-000DDEE3]
AMBIntCaveBedALP [SNDR-000DFB34]
AMBIntHighTechBedALP [SNDR-000E7506]
Increasing attenuation does not mute the sound unless you set a very high attenuation. It is easier to play with attenuation than to remake the wav files.
Respect to your comment:
This is one of the very first mods I ever made. I probably could do it like that nowadays, but it begs the question: If you already knew how to do that, why haven't you already? In all honesty, it's much faster for me to remake the *.xwm files than mess with dubious xedit records
Re: sound archives
Yes, of course I used "no compression", you silly sausage. That's pretty basic stuff. 😘
According to my failing memory and Internet, the game has issues with loading sound ba2s and loading ba2s in general with loose files enabled.
I have had issues with my loose sound files not being recognized until I packed them into a .ba2, and vice versa. Archive invalidation invalidated. I suppose this is just one of the versa moments.
From the Creation Kit wiki:
From other sources:
Have a good day :)
I still prefer to directly edit audio files than trust creation engine to do anything right.
Don't tell me to have a nice day, you're not my real mom YOU CANT TELL ME WHAT TO DO
Enjoy.
All I meant by all of that was I already knew about changing SNDR, and maybe editing records in an .esp would be the most "professional" way to do it, it's much less complicated and much faster for me to actually work with the sound files themselves.
As for the formats... I'll just let you know, I tried archiving with all files as .xwm, and the sounds were still ignored. I've read that Sounds.ba2 won't be loaded by the game, but I've definitely "fixed" custom audio files not being played when loose to suddenly working when I archived them.
Also, you can use both .xwm and .wav but not both in the same location... oddly enough, before I learned that I had both file types mixed in the same folder (archive2 was just...making copies of all my .wav files as .xwm, doubling the file count, because Bethesda) and the sound still played so, the game engine doesn't even play by it's own rules sometimes. Sometimes it's just throwing poop at the wall to see what sticks lol.
Anyways, at the end of the day, I'm just happy that some folks liked the thing I made.
Really? I thought it'd just make it show up more in searches, I'll remove the goof tags then. Thanks for letting me know. I just thought it was funny lol.
Also, there appears to be an issue with the new versions I made not working at all, so I took em back down. Working on it right now.
I updated it with the loose files. It's the best I could do until I figure out why .BA2 is ignoring audio files.
Oh, and you're welcome. I love mods like this.
When I was little, my grandparents worked at a printing press. It seemed more like a massive factory to my young eyes, and many of the rooms were filled with this profound silence, which, as you probably can guess, is not silent at all. It was very oppressive to the ear drums.
I used to sneak down into the basement where my grandfather had his dark room, and that's where the "silence" was the strongest. The creepy thing about the place is that there's a filled-in tunnel that led to other buildings in the district. Ever wanted to run away from something, yet felt curiously drawn to stay? That's the feeling that "silence" gave me. To this day, if I walk into a building that has a similar sound, I freeze up and get out of there as soon as possible.
Edit: Saw your edit.
scheiße... I'm pretty sure I got it this time. Now I can figure out the thing. Sorry 'bout that.
I got the update out. I have no idea why packing into a .ba2 isn't working. It could very well just be that it doesn't work for ME and I'm overthinking it. Either way, glad ya like it. Bethesda needs to fire their sound designer.
.....from a cannon.
Sorry for talking your ear off. I've been doing a lot of reminiscing lately.
Also, I can't tell if joking or not. Did it really delete other sounds?
Well it looks like I porked the poodle on that one, I accidentally added my entire sound folder, not just the changes I made myself. I need to stop doing this while binge drinking. Sorry for the mistake, and thanks for catching it. Fixing now.
if not could you find that file and tone it down as well pls
Reverb is vanilla tho. Globally adjusting the reverb affects more than just caves and is too far imo. .
I've made sure to only de-amplify the sounds on interiors that are a monotone droning noise. The creaks of metal and steam escaping pipes etc. I haven't touched. I feel like those really add to the atmosphere and don't happen enough to be unpleasant. I also haven't done every single location in the game yet, but I'll be working on this for a while. I hope you enjoys. :)
I tried doing a ba2 with power armor and it wouldn't work at all unless loose files. So it's a guessing game until you find what works sometimes.
If that sounds like a pain in the ass, that's because it is.
Neil DeGrasses Tyson was just breaking all kinds of immersion lol
As for immersion, I will respectfully disagree. I wish Neil deGrasse Tyson announced every time I level up in real life. :)
I'll check it again...
Also, I noticed that certain areas I can't seem to level the audio at all. I'll get on it.
Maybe I'll figure it out some day.
:D I'm super new to this if you can't tell lol
almost there mr pony
LOOK OVER THERE, A DISTRACTION!