Hey, glad you like it. Just to be clear though, sounds are not muted all the time. It depends at which distance you are from them. If you're in your camp and a vertibird flies over it, you will hear it because it's close to you. If it goes away and attacks something far away, you won't hear it.
I live near Grafton Dam, so I used to hear the vertibirds flying over it and causing a commotion. That's sufficiently far away to be muted, which is nice. By the way, is there any chance this happens to completely mute the explosion buildup sound on robots? Even from close up? Not sure if it's just the game being buggy, or if those accidentally went away when I installed this mod.
Sorry I'm having trouble with some words (English isn't my first language). "Commotion" = explosion? As in, when vertibirds explode in the air or crash? If so then yes indeed those sounds should be muted provided they're far away, as well as their cannons. However the flying sounds are not muted at all. I didn't touch them because they don't really bother me but I can mute them if you want. I think they're located in fx/obj/vertibird & vertibot. Also, what do you mean by "explosion buildup sound" on robots? I don't think I've touched any of the close up sounds but maybe I made a mistake.
Then it's likely the game is just being buggy for me. I died a few times after I killed a robot because I couldn't hear that it was about to explode. I thought maybe this mod edited that sound, but if not, then it's just Bethesda being weird again. :)
As for me, the meaning of immersion is lost in this, but maybe someone needs it. ¯ \ _ ( '_') _ / ¯ I need to hear what’s going on a few kilometers from me. It immerses you very well in the realism of what is happening around you. I need sounds in which I need to react to something. To do this, I play with headphones. It is clear that everyone needs their own atmosphere in which they want to play.
I get what you're saying. Players generally like to hear as much stuff as possible. I thought I'd put this mod out there just in case I'm not the only one who prefers hearing only what's in my semi-immediate surroundings. It will save them the time and trouble of muting nearly 800 audio files.
The most annoying stuff around sound effects in this game are the footsteps. The sound could be coming from the floor above or below you, or from mobs a stone throw away from you but they all sound like they are nearby. Does this mod fix that? I can understand not wanting to mute explosions and gunshots from a distance, though.
The only footsteps affected by this mod are those of big creatures mentioned in the description, because they have variations according to distance. They are a small part of all the muted distant sounds (most of it is gunshots + explosions).
As for human and human-ish footsteps, which is more what you're refering to I suppose: they are located in the fx/fst folder and as far as I know, they have no variations according to distance or height. No a/b/c/d/e layer, no hi/low. Only 1 sound that seems to apply as soon as you're in hearing distance, whether it's 1 or 10 meters from you, below or above you. So I'm not sure if it's even fixable.
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[Client]
bDistantSoundsEnabled=0
Also, what do you mean by "explosion buildup sound" on robots? I don't think I've touched any of the close up sounds but maybe I made a mistake.
I need to hear what’s going on a few kilometers from me. It immerses you very well in the realism of what is happening around you. I need sounds in which I need to react to something. To do this, I play with headphones.
It is clear that everyone needs their own atmosphere in which they want to play.
As for human and human-ish footsteps, which is more what you're refering to I suppose: they are located in the fx/fst folder and as far as I know, they have no variations according to distance or height. No a/b/c/d/e layer, no hi/low. Only 1 sound that seems to apply as soon as you're in hearing distance, whether it's 1 or 10 meters from you, below or above you. So I'm not sure if it's even fixable.