Made this primarily for my own use, what you see is what you get
......but what about xyz weapon mod?? Very simple to do it yourself in FO4edit, or just go with the regular way
If you SHOVED 200+ RANDOM MODS into your game, "I installed this and things don't work anymore all of the sudden" is NOT A PROPER BUG REPORT Test again on a fresh save with all the other bloat disabled so you can isolate the problem
Gunshot sound on grenade throw - THIS PACKAGE IS MADE TO WORK ONLY WITH EACH WEAPON MOD'S MAIN ESP VERSION, NOT COMPATIBLE WITH .ESL/ESL FLAGGED PLUG-INS OR PATCHES THAT ALTER THE ORIGINAL FORMIDS.
well I've tried doing this method and now for some reason none of my modded guns that I patched have any sounds at all. could this be an issue with ba2 archives as I bypassed the limit? I've tried turning jsrs into loose files too but it seems only modded weapons that use vanilla sounds work. there should be no reason why this is not working
Just wanted to say, thanks for showing how to edit sounds this way rather then the "regular way" guides, this makes for compatibility between weapon mods so much better.
I did it several times but it didn't work... what should be the loading order because I did it according to the guide from fo4edit but it didn't work. I set the weapon mods lower than jsrs but the weapon sound didn't change
Quick question: Does this mod touch explosives in any way? I've got a mystery bug where if I throw a vanilla grenade it plays a gunshot sound. It's quite funny so I don't mind it but I should probably fix it. Trouble is I cant find the culprit in my load order, so I have to resort to asking around :-P
For me it was the Bullpop Bozar and the Mauser patches that were bugged. Try disabling those patches if you have them. If that still doesn't fix it try running the fomod again and unchecking any patch that's on the same page as those two.
For me AN94_JSRS.esp introduces gunshot sound immediately after releasing grenade. I also have the Bullpupbozar_JSRS.esp but that doesn't cause the issue. Weird.
I do however, have a very large number of other weapon, ammo and combat mods and associated patches installed. I'm beginning to think it could be an unforeseen interaction between one of those mods. Seeing as JSRS is the only sound mod I have installed, it seemed like the best place to start asking around on Nexus. I'll conduct further testing and report back.
It's the 02_m520_jsrs.esp file in KSSM Edition JSRS patches Version 1.0. Opening the esp in FO4Edit reveals some "< Error: Could not be resolved >" warnings in the keyword mappings. How this relates to vanilla grenade throws I don't know but there it is.
I'm aware that this mod has since been updated but there is no mention of any changes to this particular file in the change logs. So I assume the same error will be in the current version too ;-)
There are no errors on my end with the latest version 1.9.1 of M-520 from 18 Apr 2020, either you have an outdated mod or something else overwriting it.
I am 99% certain firearm keywords would not have any sort of impact on grenade explosions, unless any of you are willing to disable your entire mod list leaving only weapons, JSRS and my patches then test for 30 minutes like I had, I cannot take these speculations as real bug reports.
I spent all day (from about 8am to early evening) doing just what you suggested. I narrowed it down to a problem with JSRS. So I disabled everything (at least everything that would allow me to load an existing save) except JSRS, my weapons, Caliber Complex and all the accompanying patches. Then I went one weapon at a time (as I said - it took all day :-P) and I isolated it down to the aforementioned patch file.
Every other weapon mod and all their associated patches worked perfectly, except this one. With it installed I get a gun shot sound when throwing grenades. Without it installed, I don't. None of my other JSRS patches, of which yours constitute the lions share, show the aforementioned "< Error: Could not be resolved >" message (in the actual form btw - not in the FO4Edit log). I haven't modified the patch in any way, nor is it being overwritten by anything.
All that said, other people have reported the same problem but with different weapon patches, so who knows. :-D
Anyway, this information might be useful to future users, and who knows, maybe we'll figure out the true cause at some point.
The error would appear in the log regardless where it is. Please show me a screenshot of the m520 form, I need to see which keywords are actually missing in your mod list.
If you're still up for some testing, I have also uploaded my clean save which has nothing else but JSRS+patches and the weapons themselves (ignore the ones you do not have, please do not add other mods like Caliber Complex) Drop the file into Documents > My Games\Fallout4\Saves
Does the gunshot sound occur when the grenade impacts the ground? Or when it explodes? Does this "bug" happen immediately on game start or only after gun fights?
The only non-standard thing about my load order relating to these mods is that I'm using the "Stevens M520 - Update - ESL" version from the Stevens M520 mod's 'optional files' in the downloads section.
The "gun shot" (which might not be a gunshot after all but more on that in a moment) plays 'upon grenade throw.' Not when it lands, not when I arm a grenade and not when it explodes. When I throw it.
As for the "gunshot:" Might it actually be a "explosion" sound? the M520 has an 'explosion' form (see last image in the link).
Well that explains everything, was finally able to replicate the sound.
I would definitely not use the "ESL update" and install only the main file. That particular package contains BOTH 02_M520.esl & 02_M20.esp for no good reason, you end up with duplicated weapons and wrong formIDs but does not save a plug-in slot at all.
Same with Bullpup Bozar, the "Relightened" mod changed all the formIDs so none of the sound keywords work.
Well yes, but not exactly "fixed" nor my problem to begin with.
These patches were made to be used only with each weapon mod's main ESP, there is still no support for other versions(ESL or ESL-flagged ESP) so people just need to be mindful not to install random stuff.
Thanks for the release. The effort was insane, but can u edit the master for the RussianAssault_JSRS.esp? It requires Horizonpatch_sushicid3.esp from v1.88 Horizon Weapon Patches but I don't personally use Horizon. I hope you could put on an update to patch this, as I'm still quite a** at handling and removing master record
Just a heads up on a potential snag that people might find with the Beretta92FS: the Caliber Complex patch for the Beretta mod requires the .esl version, where as this mod requires the .esp version. Perhaps you could modify the fomod to detect either versions and install the appropriate patch?
This is a fantastic time-saver for people and I sincerely hope you add more weapons in the near future.
33 comments
......but what about xyz weapon mod??
Very simple to do it yourself in FO4edit, or just go with the regular way
If you SHOVED 200+ RANDOM MODS into your game, "I installed this and things don't work anymore all of the sudden" is NOT A PROPER BUG REPORT
Test again on a fresh save with all the other bloat disabled so you can isolate the problem
Updated for Horizon v1.94 - added more explosions
THIS PACKAGE IS MADE TO WORK ONLY WITH EACH WEAPON MOD'S MAIN ESP VERSION, NOT COMPATIBLE WITH .ESL/ESL FLAGGED PLUG-INS OR PATCHES THAT ALTER THE ORIGINAL FORMIDS.
-> GUIDE TO MAKE YOUR OWN PATCH THE EASY WAY <-
Quick question: Does this mod touch explosives in any way? I've got a mystery bug where if I throw a vanilla grenade it plays a gunshot sound. It's quite funny so I don't mind it but I should probably fix it. Trouble is I cant find the culprit in my load order, so I have to resort to asking around :-P
I'd just open your entire loadorder in FO4Edit and look under Explosions
Minimal load order with JSRS + guns and nothing else installed
I do however, have a very large number of other weapon, ammo and combat mods and associated patches installed. I'm beginning to think it could be an unforeseen interaction between one of those mods. Seeing as JSRS is the only sound mod I have installed, it seemed like the best place to start asking around on Nexus. I'll conduct further testing and report back.
It's the 02_m520_jsrs.esp file in KSSM Edition JSRS patches Version 1.0. Opening the esp in FO4Edit reveals some "< Error: Could not be resolved >" warnings in the keyword mappings. How this relates to vanilla grenade throws I don't know but there it is.
I'm aware that this mod has since been updated but there is no mention of any changes to this particular file in the change logs. So I assume the same error will be in the current version too ;-)
There are no errors on my end with the latest version 1.9.1 of M-520 from 18 Apr 2020, either you have an outdated mod or something else overwriting it.
I am 99% certain firearm keywords would not have any sort of impact on grenade explosions, unless any of you are willing to disable your entire mod list leaving only weapons, JSRS and my patches then test for 30 minutes like I had, I cannot take these speculations as real bug reports.
I spent all day (from about 8am to early evening) doing just what you suggested. I narrowed it down to a problem with JSRS. So I disabled everything (at least everything that would allow me to load an existing save) except JSRS, my weapons, Caliber Complex and all the accompanying patches. Then I went one weapon at a time (as I said - it took all day :-P) and I isolated it down to the aforementioned patch file.
Every other weapon mod and all their associated patches worked perfectly, except this one. With it installed I get a gun shot sound when throwing grenades. Without it installed, I don't. None of my other JSRS patches, of which yours constitute the lions share, show the aforementioned "< Error: Could not be resolved >" message (in the actual form btw - not in the FO4Edit log). I haven't modified the patch in any way, nor is it being overwritten by anything.
All that said, other people have reported the same problem but with different weapon patches, so who knows. :-D
Anyway, this information might be useful to future users, and who knows, maybe we'll figure out the true cause at some point.
x
Please show me a screenshot of the m520 form, I need to see which keywords are actually missing in your mod list.
If you're still up for some testing, I have also uploaded my clean save which has nothing else but JSRS+patches and the weapons themselves (ignore the ones you do not have, please do not add other mods like Caliber Complex)
Drop the file into Documents > My Games\Fallout4\Saves
Does the gunshot sound occur when the grenade impacts the ground? Or when it explodes?
Does this "bug" happen immediately on game start or only after gun fights?
https://imgur.com/a/gMCP2sW
The only non-standard thing about my load order relating to these mods is that I'm using the "Stevens M520 - Update - ESL" version from the Stevens M520 mod's 'optional files' in the downloads section.
The "gun shot" (which might not be a gunshot after all but more on that in a moment) plays 'upon grenade throw.' Not when it lands, not when I arm a grenade and not when it explodes. When I throw it.
As for the "gunshot:" Might it actually be a "explosion" sound? the M520 has an 'explosion' form (see last image in the link).
I would definitely not use the "ESL update" and install only the main file. That particular package contains BOTH 02_M520.esl & 02_M20.esp for no good reason, you end up with duplicated weapons and wrong formIDs but does not save a plug-in slot at all.
Same with Bullpup Bozar, the "Relightened" mod changed all the formIDs so none of the sound keywords work.
We solved it :-D
Just thought I'd report this back: the Stevens M-520 mod author has sorted the problem :-)
These patches were made to be used only with each weapon mod's main ESP, there is still no support for other versions(ESL or ESL-flagged ESP) so people just need to be mindful not to install random stuff.
or just do it the easy way : https://www.nexusmods.com/fallout4/articles/3062
It requires Horizonpatch_sushicid3.esp from v1.88 Horizon Weapon Patches but I don't personally use Horizon.
I hope you could put on an update to patch this, as I'm still quite a** at handling and removing master record
thanks
Just a heads up on a potential snag that people might find with the Beretta92FS: the Caliber Complex patch for the Beretta mod requires the .esl version, where as this mod requires the .esp version. Perhaps you could modify the fomod to detect either versions and install the appropriate patch?
This is a fantastic time-saver for people and I sincerely hope you add more weapons in the near future.
Thanks x