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Asterra

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11 comments

  1. MadMAX713
    MadMAX713
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    would be cool if it had a long drawn out echo
    1. Norkotah
      Norkotah
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      Check out the mod Reverb and Ambiance Overhaul.
  2. keller1299
    keller1299
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    mh. not impact enough, just sounds like a car exploding. hmm. how about some sound wave and the like? i can provide sound files.
  3. Bottletopman
    Bottletopman
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    looks like you can create your own ba2 archives now - Bethesda's got the Archive2 tool included with the GECK - under the tools folder where your game exe is located in.
  4. Bottletopman
    Bottletopman
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    Just letting you know that you may want to repack your files in a ba2 archive - apparently bethesda dropped bsa support a while back
  5. dreadziok
    dreadziok
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    Yo men i would not survive the short range explosion radius ))
  6. Bottletopman
    Bottletopman
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    How isn't this in the hot files list...it's glorious
  7. Pthalo
    Pthalo
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    Definitely listened to the comparison video more than once. Vanilla explosion? Good, alright, definitely something I know to steer clear of, though I look around wondering what's going on.
    Your version? Plucked an nerve hotwired to habits I'd picked up in FO3. It's that same nerve that has the sound of landmines from FO3 tied directly to spamming the 'disarm' function. Your bombs? They remind me that no, I do NOT want to stick around to find out who's fighting.

    While I generally dislike audio recycling in successively advanced titles - this is a really good use of familiar/learned sound cues to instill TERROR. And it's so in keeping with the vanilla sounds that it doesn't stand out as obviously changed. Your instincts feel most of it. Or at least mine do.


    Question! Is there any difference between fusion cars exploding, and the mininuke? Besides the screamwhistle prelude of death? I've often found myself outside of towns hearing distant booms, and trying to figure out if it was the device designed to explode, or the vehicle designed NOT to explode. It'd be neat to have different explosions for the cars - Probably the same base explosion with more debris sounds trailing, to simulate car bits being flung all over? I'm just daydreaming. It is good to be able to read a situation by means other than visual cues.
    1. Asterra
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      Far as I can tell (it's slightly tedious to investigate such things with the tools currently available), there is no difference. This is fair, as there similarly was no difference between the two in Fallout 3. And it makes sense: The reason cars explode like that is specifically because they possess defunct nuclear reactors. In the Fallout universe, that's all the excuse you need for a big explosion.

      Differentiating the two would be simple enough with the GECK, and likely not impossible without, but I agree with your sentiment about FO3 habits. The specific sounds heard when a mini nuke went off may not necessarily have been appropriate 100% of the time - in fact I'm pretty confident that the car explosion was authored first, and then just recycled for mini nukes - but the overriding factor has to be that it made for a nice boom.

      The vanilla explosions - especially the ones at medium distance - simply do not have any real immediacy of impact, nor much in the way of higher frequencies, both of which you _would_ get from any not-too-distant explosion.
  8. lordquilton
    lordquilton
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    Good job!
  9. MattyDienhoff
    MattyDienhoff
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    That's definitely an improvement in my book. More impactful, like the title says. Nice work!