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CleaveOfFaith

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CleaveOfFaith

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6 comments

  1. BorderXer
    BorderXer
    • premium
    • 40 kudos
    Thank you for this CleaveOfFaith.
    [ ENDORSED ]
    Just out of technical curiosity I'm surprised that it is :
    253,952 bytes for the .7z, and
    630,784 bytes for the the .ba2
    Reasons I am surprised is that very often, after I uncompress ( .7z, .rar, .zip ) a mod I download,

    I find that the file size looks like it didn't change ( the rounded KBs number seen in explorer window ).
    It leads me to wonder if you are missing selecting a compression format ( or better option ) when

    saving the audio file in your audio tool.
    My guess is you've done it right. My curiosity is directed toward relatively large audio mods
    like Radio, combat music, and other replacers of location / event activated atmospherics tracks.
    But, I realize the following :.
    ( a ).7zip compresses to .7z 20 -70% better, via LZMA2, than some other older compression routines.
    ( b ) Most important, in such a case, the "Bethesda Archive 2" archive will not be created with added
    .compression, since we need to disable compression in Archive2's options when the archive we create
    .contains a very high percentage of audio ( or of course only audio ).
    ( c ) My info above in ( b ) does not mean that when using an audio tool like Audacity one cannot
    .select a compression method before saving a sound replacer file.
    ( d ) Lastly, I do not know what compressed audio files ( if any ), like FLAC "lossless audio compression"
    can be used in a .ba for Fallout 76.
    Reflectively , BorderXer
    1. CleaveOfFaith
      CleaveOfFaith
      • member
      • 4 kudos
      Oy BorderXer!
      Thanks for the info. Weird when it came to compressing I just took the .ba2 as it was (made it with Baka file tool, checked their sum of size before compressing and they don't seem to have their sizes reduced after the .ba2 archive was made, AFAIK that means they were not compressed, plus they've worked just fine in my game) and archived it with normal compression and LZMA2 (which I believe are default anyways). As for the sound files themselves, they were already in .wav format (I am aware of the .xwm files and convert my audio whenever the original is .xwm before I am ready to replace), modified them using Ableton Live 10 and they are pretty much the same file as their originals but since they include both of the affected files' sounds all 3 are roughly double in size compared to what they are replacing.

      In any case, to avoid any possible problems I am replacing the zip file I uploaded with a new one in which .ba2 is not compressed at all. Let me know if there are any problems nonetheless.
    2. BorderXer
      BorderXer
      • premium
      • 40 kudos
      In response to post #81280138. #81291628 is also a reply to the same post.
      Spoiler:  
      Show

      BorderXer wrote:
      Thank you for this CleaveOfFaith.
      [ ENDORSED ]
      Just out of technical curiosity I'm surprised that it is :
      253,952 bytes for the .7z, and
      630,784 bytes for the the .ba2
      Reasons I am surprised is that very often, after I uncompress ( .7z, .rar, .zip ) a mod I download,

      I find that the file size looks like it didn't change ( the rounded KBs number seen in explorer window ).
      It leads me to wonder if you are missing selecting a compression format ( or better option ) when

      saving the audio file in your audio tool.
      My guess is you've done it right. My curiosity is directed toward relatively large audio mods
      like Radio, combat music, and other replacers of location / event activated atmospherics tracks.
      But, I realize the following :.
      ( a ).7zip compresses to .7z 20 -70% better, via LZMA2, than some other older compression routines.
      ( b ) Most important, in such a case, the "Bethesda Archive 2" archive will not be created with added

      .compression, since we need to disable compression in Archive2's options when the archive we create
      .contains a very high percentage of audio ( or of course only audio ).
      ( c ) My info above in ( b ) does not mean that when using an audio tool like Audacity one cannot
      .select a compression method before saving a sound replacer file.
      ( d ) Lastly, I do not know what compressed audio files ( if any ), like FLAC "lossless audio compression"
      can be used in a .ba for Fallout 76.
      Reflectively , BorderXer

      CleaveOfFaith wrote: Oy BorderXer!
      Thanks for the info. Weird when it came to compressing I just took the .ba2 as it was (made it with Baka file tool, checked their sum of size before compressing and they don't seem to have their sizes reduced after the .ba2 archive was made, AFAIK that means they were not compressed, plus they've worked just fine in my game) and archived it with normal compression and LZMA2 (which I believe are default anyways). As for the sound files themselves, they were already in .wav format (I am aware of the .xwm files and convert my audio whenever the original is .xwm before I am ready to replace), modified them using Ableton Live 10 and they are pretty much the same file as their originals but since they include both of the affected files' sounds all 3 are roughly double in size compared to what they are replacing.

      In any case, to avoid any possible problems I am replacing the zip file I uploaded with a new one in which .ba2 is not compressed at all. Let me know if there are any problems nonetheless.

      Thank you Rebel Of War ( see Cleave's profile page ).
      I really appreciate your friendly response.

      You might also consider changing the version number to 1.0.1 since it was a quasi-fix mod file change.
      See the web page in here
      Spoiler:  
      Show

      . . .https://semver.org/
      . . .A specific example that I had typed for someone ( here I just popped in some # symbols ) :
      ( a ) The version #.# of this mod could become #.#.#-alpha.1 ( for e.g.)
      ( b ) After a functionality upgrade, in a backwards-compatible way = #.+1.#...
      ( c ). If instead, it's bug fixes / fix, in a backwards-compatible way = #.#.+1...

    3. BorderXer
      BorderXer
      • premium
      • 40 kudos
      In response to post #81280138. #81291628, #81400753 are all replies on the same post.


      Spoiler:  
      Show

      BorderXer wrote:
      Thank you for this CleaveOfFaith.
      [ ENDORSED ]
      Just out of technical curiosity I'm surprised that it is :
      253,952 bytes for the .7z, and
      630,784 bytes for the the .ba2
      Reasons I am surprised is that very often, after I uncompress ( .7z, .rar, .zip ) a mod I download,

      I find that the file size looks like it didn't change ( the rounded KBs number seen in explorer window ).
      It leads me to wonder if you are missing selecting a compression format ( or better option ) when

      saving the audio file in your audio tool.
      My guess is you've done it right. My curiosity is directed toward relatively large audio mods
      like Radio, combat music, and other replacers of location / event activated atmospherics tracks.
      But, I realize the following :.
      ( a ).7zip compresses to .7z 20 -70% better, via LZMA2, than some other older compression routines.
      ( b ) Most important, in such a case, the "Bethesda Archive 2" archive will not be created with added

      .compression, since we need to disable compression in Archive2's options when the archive we create
      .contains a very high percentage of audio ( or of course only audio ).
      ( c ) My info above in ( b ) does not mean that when using an audio tool like Audacity one cannot
      .select a compression method before saving a sound replacer file.
      ( d ) Lastly, I do not know what compressed audio files ( if any ), like FLAC "lossless audio compression"
      can be used in a .ba for Fallout 76.
      Reflectively , BorderXer

      CleaveOfFaith wrote: Oy BorderXer!
      Thanks for the info. Weird when it came to compressing I just took the .ba2 as it was (made it with Baka file tool, checked their sum of size before compressing and they don't seem to have their sizes reduced after the .ba2 archive was made, AFAIK that means they were not compressed, plus they've worked just fine in my game) and archived it with normal compression and LZMA2 (which I believe are default anyways). As for the sound files themselves, they were already in .wav format (I am aware of the .xwm files and convert my audio whenever the original is .xwm before I am ready to replace), modified them using Ableton Live 10 and they are pretty much the same file as their originals but since they include both of the affected files' sounds all 3 are roughly double in size compared to what they are replacing.

      In any case, to avoid any possible problems I am replacing the zip file I uploaded with a new one in which .ba2 is not compressed at all. Let me know if there are any problems nonetheless.

      BorderXer wrote:
      In response to post #81280138. #81291628 is also a reply to the same post.
      Spoiler:  
      Show

      BorderXer wrote:
      Thank you for this CleaveOfFaith.
      [ ENDORSED ]
      Just out of technical curiosity I'm surprised that it is :
      253,952 bytes for the .7z, and
      630,784 bytes for the the .ba2
      Reasons I am surprised is that very often, after I uncompress ( .7z, .rar, .zip ) a mod I download,

      I find that the file size looks like it didn't change ( the rounded KBs number seen in explorer window ).
      It leads me to wonder if you are missing selecting a compression format ( or better option ) when

      saving the audio file in your audio tool.
      My guess is you've done it right. My curiosity is directed toward relatively large audio mods
      like Radio, combat music, and other replacers of location / event activated atmospherics tracks.
      But, I realize the following :.
      ( a ).7zip compresses to .7z 20 -70% better, via LZMA2, than some other older compression routines.
      ( b ) Most important, in such a case, the "Bethesda Archive 2" archive will not be created with added

      .compression, since we need to disable compression in Archive2's options when the archive we create
      .contains a very high percentage of audio ( or of course only audio ).
      ( c ) My info above in ( b ) does not mean that when using an audio tool like Audacity one cannot
      .select a compression method before saving a sound replacer file.
      ( d ) Lastly, I do not know what compressed audio files ( if any ), like FLAC "lossless audio compression"
      can be used in a .ba for Fallout 76.
      Reflectively , BorderXer

      CleaveOfFaith wrote: Oy BorderXer!
      Thanks for the info. Weird when it came to compressing I just took the .ba2 as it was (made it with Baka file tool, checked their sum of size before compressing and they don't seem to have their sizes reduced after the .ba2 archive was made, AFAIK that means they were not compressed, plus they've worked just fine in my game) and archived it with normal compression and LZMA2 (which I believe are default anyways). As for the sound files themselves, they were already in .wav format (I am aware of the .xwm files and convert my audio whenever the original is .xwm before I am ready to replace), modified them using Ableton Live 10 and they are pretty much the same file as their originals but since they include both of the affected files' sounds all 3 are roughly double in size compared to what they are replacing.

      In any case, to avoid any possible problems I am replacing the zip file I uploaded with a new one in which .ba2 is not compressed at all. Let me know if there are any problems nonetheless.

      Thank you Rebel Of War ( see Cleave's profile page ).
      I really appreciate your friendly response.

      You might also consider changing the version number to 1.0.1 since it was a quasi-fix mod file change.
      See the web page in here
      Spoiler:  
      Show

      . . .https://semver.org/
      . . .A specific example that I had typed for someone ( here I just popped in some # symbols ) :
      ( a ) The version #.# of this mod could become #.#.#-alpha.1 ( for e.g.)
      ( b ) After a functionality upgrade, in a backwards-compatible way = #.+1.#...
      ( c ). If instead, it's bug fixes / fix, in a backwards-compatible way = #.#.+1...



      Hi CleaveOfFaith
      regarding your doing the versioning change to 1.0.1
  2. Yuri2001
    Yuri2001
    • member
    • 0 kudos
    Finally I can slap some kiddies with a better sound. Thank you so much dude, as a melee character user I adore this.

    P.S: I'm that Asmongloid dude from the chat mod, pr sure you mentioned you'd make this in the chat.
    1. CleaveOfFaith
      CleaveOfFaith
      • member
      • 4 kudos
      Hahaha great to see you here buddy! I mentioned it for sure in chat and went ahead looking for and listening to most of the gear sounds like weapon equips, impact sounds etc. since then. So far this has been the one I felt like changing so far. That said, I think next one on the list is going to be the medium bladed weapon impacts, those feel like they lack that extra oomph as well so stay tuned! Nevertheless, glad you enjoy it!