Greetings. I built a site for Vault-tec reactors above the vault dwellers, I did not calculate the noise that they produce (we omit close proximity to people and radiation damages, it would be a long story). Is it possible with a mod also to reduce the noise of reactors Vault-Tec? Thank you
Unfortunately, I had issues with this mod and your 'Quieter Turrets' mod. Maybe you can pinpoint the issue or what I did wrong. What I first noticed was, when I was in Sanctuary, my generators seemed to be puttering quietly before starting back up as if on a loop or, from the sounds of it, running out of gas. I ventured out and came across a Raider encampment and took them out and all of their turrets. After the turrets were out, I could still hear the turrets emitting sound from what I believe were their former locations before they were destroyed. I then ventured to another settlement to do some building. I did a lot of work with power, moving generators, storing them, creating them, etc. Regardless, this issue started early on. The generators seemed to cause an infinite loop until they were extremely loud, presumably because they were giving off sounds from each of their previous locations. Eventually, my audio was so loud and crackly (and seeming to want to give out entirely, keep in mind this was only the generator sound effect doing this...in-game music was fine but eventually began to suffer too) that I shut down the game and removed the mods. I booted back up the game and all was good. I hope you're able to fix this issue or tell me what I may've done wrong, I was excited for these mods.
Edit: Further clarification: I was using the 50% version.
had similar issues, same as you regarding the generator sounding like they ran out of gas and then they would start up again. something else that i had when i was changing around thing in one of my settlements that when i deleted an generator the smoke from the exhaust was still pumping out and the sound was still there. i had to delete the mod from my game
The only thing this mod does is replace a few .wav files. I took the originals and used Audacity to reduce the volume. Each generator has a single .wav that is, oh, 6 seconds long. The first 2 seconds are the sound if it starting up, the middle 2 seconds are the sound of it on, and the latter 2 seconds are the sound of it shutting off. In-game, it seems that the engine just plays/loops the middle 2 seconds so that it sounds like the generator is just constantly on. All I did was adjust the volume and save the .wav file. I am not familiar enough with any more than that to know if I somehow messed up, say, some indicators in the .wav file that tell it where to loop, if such a thing even exists. If anyone knows more than me and can let me know how to resolve this issue if it is indeed due to the modified .wav files, I'd appreciate it.
exactly the same here. used both mods (10%) did some extensive building and suddenly generators and turrets started up loud on loop until all other ingame sounds became delayed extensively until finally: blissful, but very very unsettling silence of literally everything. game itself wasn't lagging however, everything else worked fine.
Sounds about right. I was setting up the medium generators and the basic turrets. Finally, there was silence in the game after the audio began to crackle on other things eventually. Nothing was lagging FPS-wise though so I wasn't too worried that it was anything other than the mod. It was reminiscent of DPC latency issues as far as the crackling but I know that knowledge is kinda useless.
I appreciate you guys reporting the bugs. Yesterday I heard some static myself around some turrets, so it isn't just you. All I have done is edited the volume of some .wav files using Audacity. Fallout 4 loops the middle few seconds of these .wav files as the generator's running sound. I have no idea why changing the volume would cause these issues, but as they aren't exactly game breaking, I'm going to leave them be for now. If anyone has any ideas as to how to resolve it, please let me know.
The very same issue here. I have a whole fort going on at one of my camps. The amount of gen's and turrets is fairly high so when this over lapping issue happened, well.. Rip my ears.
I also noticed that my generators would sputter and start back up, which I didn't really recall happening before, but I very much enjoy the quieter noise level.
I'm confused because if as you say all you did was lower the volume of the .wav's, the files are the same length and unmodified in any other way, that really shouldn't have affected anything else. To me, that implies that the game choosing to play the stop/restart soundfiles for generators is... normal and intended? I mean, it's rusty wasteland makeshift technology, maybe they're supposed to hiccup? I figure Bethesda was just lazy and it's just looping that one .wav, instead of needing a separate startup wav and then a seamless "constantly on" wav.
I've never had any crackling or lack of quality in the audio itself, to me it always sounded like normal generator/turret noise, just quieter (and occasionally the gen will do the stop/restart thing.)
You also may want to consider updating the version for the 10% file from 1.0 to 2.0, I started using NMM and it puts up a little warning thinking there's a newer version available.
I later tried downloading the 2.0 version with NMM ... not sure which sound % it installs, since it doesn't seem to specify or let you choose, and honestly I think it's redirecting to the 10% file anyway... because the version still says 1.0 even though I definitely clicked on the 2.0 one with 10/25/50%.
Yeah this mod is bugged for me as well. Its the same with the turrets mod. If you turn them off and back on a number of times, it just keeps making a new instance of the sound, and they keep stacking endlessly. Mod is completely broken at the moment.
If I were to make a guess, I think it has to do with the WAV files not being completely right for the game. Perhaps they used a different kind of WAV file, a different compression or bitrate. I suspect the files have to be identical in type to the original.
Same here. Probably becuase the maker of the mod did not take in consideration that these files have cues. those cues are used to loop place looping.
so, the sound is quieter, but those loop cues are not existing anymore, wich means that the game will just loop the entire sound endlessly. and that would be "Powerup, idle, shutdown, powerup, idle, shutdowm, Powerup, idle, shutdown..."
I have similar problems. Even if I remove the generator, the sound persists. If you have a handful of generators in a settlement, eventually it will loop itself so many times that it starts crashing the sound, it gets all static, and starts lagging.
Sorry! I've been very busy over the last week or so and haven't had a chance to get to any of this. This mod was only ever really a "quick fix". I've released a new mod that does the same thing as this mod plus more. Please check out "Quieter Settlements": http://www.nexusmods.com/fallout4/mods/2819/? . Thanks for being understanding!
For people who want to keep the loop in the sound, and not get the "start up sound, every few seconds" download my mod: http://www.nexusmods.com/fallout4/mods/1396/?
I'm having the same looping issues as a lot of other people.
Unfortunately, the way the engine loops sounds is currently unknown, so custom samples for things like these generators - as well as automatic weapons - will just bug out and loop the entire sample incorrectly. If you use a custom automatic weapon sample, the game will play the entire sample from start to finish and loop it infinitely, even if you only fired a single round. The only way to stop the loop is by reloading a save.
In this mod's case, it's looping the sample from beginning to end, including the generator startup and shutdown portions. The original samples probably had some kind of loop flags placed in them at specific spots that tell the game what region of the sample to loop, and when the generator is shut off by the player, the game probably just jumps to the end of the loop region in the sample and plays it to the end (aka, the generator shutdown portion of the sample). I'm guessing whenever you export the sample from audacity or whatever other sound editing software you use, the flags that were originally there aren't carried over in the new file. Even if it's something as simple as lowering the volume of the sample and just saving it.
I originally thought that maybe there were script files for every looping sample that have simple time stamps indicated in them that tell the game how to loop the sounds properly. But if that were the case, any custom loop samples would merely have to be the same length as the original in order to function correctly (for the most part). But the custom automatic combat rifle samples I made were EXACTLY the same length as the originals (and each shot was lined up perfectly with the original), but that didn't solve the issue.
Basically, I'm at a complete loss on how it works. I imagine we won't figure it out until the creation kit is released next year.
47 comments
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Please see the new version of this mod, "Quieter Settlements": http://www.nexusmods.com/fallout4/mods/2819/?
This new mod resolves the looping issues, is NMM compatible, and adds additional options.
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I built a site for Vault-tec reactors above the vault dwellers, I did not calculate the noise that they produce (we omit close proximity to people and radiation damages, it would be a long story).
Is it possible with a mod also to reduce the noise of reactors Vault-Tec?
Thank you
It's bugged and shouldn't be up for sharing.
The mod 'above' is named; "Quieter Generator Sounds"
Uh, what?
Edit: Further clarification: I was using the 50% version.
The only thing this mod does is replace a few .wav files. I took the originals and used Audacity to reduce the volume. Each generator has a single .wav that is, oh, 6 seconds long. The first 2 seconds are the sound if it starting up, the middle 2 seconds are the sound of it on, and the latter 2 seconds are the sound of it shutting off. In-game, it seems that the engine just plays/loops the middle 2 seconds so that it sounds like the generator is just constantly on. All I did was adjust the volume and save the .wav file. I am not familiar enough with any more than that to know if I somehow messed up, say, some indicators in the .wav file that tell it where to loop, if such a thing even exists. If anyone knows more than me and can let me know how to resolve this issue if it is indeed due to the modified .wav files, I'd appreciate it.
edit: never mind i muted the files
The amount of gen's and turrets is fairly high so when this over lapping issue happened, well.. Rip my ears.
I'm confused because if as you say all you did was lower the volume of the .wav's, the files are the same length and unmodified in any other way, that really shouldn't have affected anything else. To me, that implies that the game choosing to play the stop/restart soundfiles for generators is... normal and intended? I mean, it's rusty wasteland makeshift technology, maybe they're supposed to hiccup? I figure Bethesda was just lazy and it's just looping that one .wav, instead of needing a separate startup wav and then a seamless "constantly on" wav.
I've never had any crackling or lack of quality in the audio itself, to me it always sounded like normal generator/turret noise, just quieter (and occasionally the gen will do the stop/restart thing.)
You also may want to consider updating the version for the 10% file from 1.0 to 2.0, I started using NMM and it puts up a little warning thinking there's a newer version available.
I later tried downloading the 2.0 version with NMM ... not sure which sound % it installs, since it doesn't seem to specify or let you choose, and honestly I think it's redirecting to the 10% file anyway... because the version still says 1.0 even though I definitely clicked on the 2.0 one with 10/25/50%.
so, the sound is quieter, but those loop cues are not existing anymore, wich means that the game will just loop the entire sound endlessly. and that would be "Powerup, idle, shutdown, powerup, idle, shutdowm, Powerup, idle, shutdown..."
I absolutely hated how noisy my generators were.
download my mod: http://www.nexusmods.com/fallout4/mods/1396/?
Unfortunately, the way the engine loops sounds is currently unknown, so custom samples for things like these generators - as well as automatic weapons - will just bug out and loop the entire sample incorrectly. If you use a custom automatic weapon sample, the game will play the entire sample from start to finish and loop it infinitely, even if you only fired a single round. The only way to stop the loop is by reloading a save.
In this mod's case, it's looping the sample from beginning to end, including the generator startup and shutdown portions. The original samples probably had some kind of loop flags placed in them at specific spots that tell the game what region of the sample to loop, and when the generator is shut off by the player, the game probably just jumps to the end of the loop region in the sample and plays it to the end (aka, the generator shutdown portion of the sample). I'm guessing whenever you export the sample from audacity or whatever other sound editing software you use, the flags that were originally there aren't carried over in the new file. Even if it's something as simple as lowering the volume of the sample and just saving it.
I originally thought that maybe there were script files for every looping sample that have simple time stamps indicated in them that tell the game how to loop the sounds properly. But if that were the case, any custom loop samples would merely have to be the same length as the original in order to function correctly (for the most part). But the custom automatic combat rifle samples I made were EXACTLY the same length as the originals (and each shot was lined up perfectly with the original), but that didn't solve the issue.
Basically, I'm at a complete loss on how it works. I imagine we won't figure it out until the creation kit is released next year.