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Shauyaun

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Shauyaun

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16 comments

  1. UnforgivenWar
    UnforgivenWar
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    I wished someone could make the sound that Gundams make when they are powered 😩
  2. LittleFighter
    LittleFighter
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    Knights! Suit up and roll out.
  3. BorderXer
    BorderXer
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    Hi Shauyaun.

    I'm looking forward to giving your mod a :
    [  ENDORSED ] soon.

    npc_human_powerarmor_exit_combat_01.xwm - from Bethesda :
    ( 1 ) One track. Blended stereo
    Combine the two track into one stereo track

    ( 2 ) 5.666 seconds
    Add silence at the end of your sounds in order to make the duration match.
    ...Probably stay way from using a Stretch function to match the duration,
    unless the difference is minimal, due to there might be a mismatch with the
    visuals that some may notice.


    ( 3 ) 44.1 KHz
    Resample your sounds to 44.1

    1. Shauyaun
      Shauyaun
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      Ok I followed you're instructions and made all my files with the correct specifications, but my output files are all MP3 so i use a converter to turn them into .xwm but the converter messes up everything by adding extra time, making it a two channel file and turning the sample rate to 44kHz.
      So I tried a few other converters i found both on this website and some from the internet but non of those preserved the file's specifications.
      What tools do you suggest i use?
    2. BorderXer
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      In response to post #91520888. #91547763 is also a reply to the same post.
      Spoiler:  
      Show

      BorderXer wrote:
      Hi Shauyaun.

      I'm looking forward to giving your mod a :
      [  ENDORSED ] soon.

      npc_human_powerarmor_exit_combat_01.xwm - from Bethesda :
      ( 1 ) One track. Blended stereo
      Combine the two track into one stereo track

      ( 2 ) 5.666 seconds
      Add silence at the end of your sounds in order to make the duration match.
      ...Probably stay way from using a Stretch function to match the duration,
      unless the difference is minimal, due to there might be a mismatch with the
      visuals that some may notice.


      ( 3 ) 44.1 KHz
      Resample your sounds to 44.1


      Shauyaun wrote: Ok I followed you're instructions and made all my files with the correct specifications, but my output files are all MP3 so i use a converter to turn them into .xwm but the converter messes up everything by adding extra time, making it a two channel file and turning the sample rate to 44kHz.
      So I tried a few other converters i found both on this website and some from the internet but non of those preserved the file's specifications.
      What tools do you suggest i use?

      Oops... I thought I had mentioned Audacity ?

      I simply load the XWM file into it.
      By the way, an XWM is mostly just a Microsoft
      xWMA ( www.file-extensions.org ).
      Wow, that web site has 1319 file extension database entries
      just for "audio and sound file types" !

      If you can't "just load it" into Audacity, it's probably that I added plug-ins, and keep
      updating them, soon after I installed the tool. Just go to the Audacity page and
      search the plug-ins. Maybe type "load xwm with audacity" "use audacity to load XWM".

      You might just be able to:
      ( 1 ) Rename the .xwm to .xwma or even .wma
      ( 2 ) Load it into the sound tool you are most comfortable with.
      ( 3 ) Make the changes I listed before.
      ( 4 ) Rename it to .xwm then save it.

      If that does not work :
      ( a ) Save your edit as a .xwma / .wma in your audio tool,
      ( b ) Load it into Audacity, and do "Export Audio..."
      ( c ) Try saving it as, via drop down menu at the bottom
      [ WMA (version 2) ... ] but manually retype the extension as
      .xwm before saving.

      Yesterday I played with a person who's account was named OptimusBanana.
      I was almost tempted to right away adjust your files for his sake and for others
      like
      szmzeke etc.
      Spoiler:  
      Show
      Turns out OptimusBanana had not named his account so much
      after "Optimus Prime" but simply the Latin word. He's used it since long before F76.
      "Ops" like Daily Ops, and "Opus" are also derivatives of the same root.
      Cheers Shauyaun.
    3. Shauyaun
      Shauyaun
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      Thank you, i got Audacity and will see how this will turn out.
      I hope my mod will finally be compatible for all!
      Also i just spent an unhealthy amount of time on www.file-extensions.org, so thanks for that too :D
  4. BorderXer
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    Hi szmzeke ; See you in game someday, "Scottimus".
     
    It should work ( I didn't try it just yet, I'll be back ) :
     
    EDIT : I'm back. Not working for me either - I get silence (yes, sound is fine for when you place the PA down
    and when you collect it, of course).
    I'm gonna try it in
    sResourceArchive2List= instead
    of in
    sResourceIndexFileList= to be sure. - Nope
    ...Oh ya, I use the "Power Armor Fast Exit and Enter".
    I wonder if it's not compatible, though I don't think the author of PA Fast Exit & Enter
    included sped-up audio
    .

    I'll first disable it to test..
    - Nope
     
    I've never done an audio mod except to change already existing sound "as-is" into silence,
    but I wonder if this has something the do with the issue we two are experiencing ?
     
    npc_human_powerarmor_exit_combat_01.xwm - Bethesda :
    ( 1 ) one track. blended stereo
    ( 2 ) 5.666 seconds
    ( 3 ) 44.1 KHz
     
    npc_human_powerarmor_exit_combat_01.xwm - this mod :
    ( 1 ) Two tracks. Separated tracks of the stereo sound. ( 1.1 also does not match the Bethesda combined form )
    ( 2 ) 5.760 seconds ( 1.1 at 5.803 also does not match the Bethesda installed 5.666 )
    ( 3 ) 48 KHz ( 1.1 also does not match the Bethesda installed 44.1 KHz )
    ______________________________________________________________________
     
     
    npc_human_powerarmor_enter_01.xwm - Bethesda :
    ( 1 ) Two tracks. separated mono of stereo sound ( mod 1.1 also does not match the Bethesda installed original )
    ( 2 ) 8.452 seconds ( the info I got directly from audio mod makers over a long period of time is to :
    keep the replacer file's duration, KHz, file specifications, identical to the Bethesda original )
    ( 3 ) 44.1 KHz ( Bethesda's Creation Engine & younger sibling games do not contain sound files above 44.1 KHz )
     
    npc_human_powerarmor_enter_01.xwm - this mod :
    ( 1 ) Two tracks. separated mono of stereo sound ( mod 1.1 also does not match the Bethesda installed original )
    ( 2 ) 8.576 seconds ( mod 1.1 also 8.576 does not match the Bethesda installed 8.452 )
    ( 3 ) 48 KHz ( mod 1.1 also does not match the Bethesda's 44.1 KHz )
     
    As mentioned above this section, I personally do not know from if not
    following what I learned really matters, but following it worked for me
    in the single audio mod I made for myself for F76 many months ago.

     
    I did not check the others two eXtended Windows Media files.
    ( used by Bethesda and other game & other software producing companies )
     
    ( 1 ) How many characters are in the line you added the exactly typed name of the Ba2 file ?
    The line needs to be no more than 1024 characters long
    Including the characters :

    sResourceIndexFileList= ( 23 chars )
    or
    sResourceArchive2List= ( 22 chars )
    Text editors like Notepad++ show on the bottom "status bar" how many characters are
    on the line your cursor is on, or the characters you have selected.


    ( 2 ) I renamed the Ba2 to :
    zPAtrnsf.ba2 ( now I renamed it to zPATf.ba2 )

    ...I had to shorten the default 31 character names : Transforming PA sound (1.0).ba2
    My renames of audio Ba2 files start with a small z ; It stands for "zound" , and groups 'em all
    at the end of the folder list.

    Soon I will be using a Mod Manager. I resisted until now since even though my dozens
    of Ba2 rename are efficient, I am fast approaching the char limit and I really want a better
    way to modify my mod load orders.

    1. Shauyaun
      Shauyaun
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      Wow how thorough!
      TBH this is the first mod I've shared with anyone other than friends so I was expecting issues. I'll mess around with the sound format to see if I can solve the issue but i have no way of making sure it's fixed since the mod works fine for me. If you find a fix for it let me know and also can i ask what program you used to inspect the audio files? since i used an app to first convert the .xwm files into mp3 and then work on them in adobe audition, save them as mp3 and convert them to .xwm with the aforementioned app. 
    2. BorderXer
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      My pleasure Shauyaun.

      BTW, I play the Bethesda bought version of the game.
      I run the game by directly running the executable.
      I do first run the Bethesda Launcher to see if there's an
      update plus to check for announcements current or future.


      I luv your Ba2 rename. I changed mine to zPATf.ba2 - That way all my
      zound mods related to PA are grouped together at the end of my Data folder
      .

       
      I'll be back with a cheerful yay or nay.
       
      l'm back - It's a nay for me so far. I'll look into some more details 'n' ideas :
      Especially, I'll try with no other mods
      .

      Nope - Silence. ( sound is of course still fine for placing or collecting it - which
      reminds me, I think I will make a mod to make that quieter )

       
      Do you use the following mod ? I've been using it very happily for
      Fallout 4 and Fallout 76 since the mods came out
      .

      Click image to go to the page.

      109-1543352071-1343008778.png

      It's amazing the added ability to hear how much the position of the enemy voice or
      sound of an explosion or gunfire is higher or lower than you. This includes behind your
      back of course. Of course, since the audio is at a lower decibel level and

      more muffled the further away it is, your mind can also imagine the distance of the
      cause of the sounds. It's especially helpful when you in locations with very many

      catwalks and multiple levels. It does give an expanded depth of realism to the game
      and a reason to wear good quality headphones whenever it's not an in-convenience,

      if you don't currently.

      ( btw, disabling it by removing it's x3daudio1_x.dll file made no difference for your mod )

      Reflectively , BorderXer.

    3. Shauyaun
      Shauyaun
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      Yup you're right my .xwm files in v1.1 are still all wrong. But I was sure I got everything right so I double checked, The MP3 file I got from Audition was mono in 44.1kHz and at the right length, however the .xwm still came out wrong so I'm guessing the audio converter is to blame.
      I still am not sure how to directly work with .xwm files and would much appreciate it if you would suggest a program for it.
      Regarding the mod you mentioned, No i don't use it (i didn't know that it even existed). When i play i just use the monitors built-in speakers so i doubt i'd even notice.
      I luv your Ba2 rename.
      Glad to see that v1.1 at least got something right! lol
    4. Shauyaun
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      BTW have you tried installing it with Fallout 76 Quick Configuration?
      Thats my go to tool for adding mods to 76 and it works fine for most mods
  5. szmzeke
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    Not working for me, would be great with my user name Scottimus
    1. Shauyaun
      Shauyaun
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      Oh no I'm sorry to hear that, can i ask what other mods you are using?
    2. szmzeke
      szmzeke
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      Tried the updated and still not working for me.
      Im using PerkLoadoutManager, BetterInventory, ImprovedHealthBars, ChatMod.
    3. Shauyaun
      Shauyaun
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      ok so i think i might know what might be causing the problem.
      seeing as how you have PLM and ChatMod i assume you also have SFE. I'm not saying it's SFE to blame here but rather that i play on the GamePass version and you are not so I'm guessing thats where the issue stems from. Maybe theres something different in the directory address between the game versions, if you feel like doing some minor digging into your game files send me a message on the Nexus forums and i'll walk you through it. 
  6. Shauyaun
    Shauyaun
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    So I made two new .ba2 files, one with the audio specifications BorderXer provided and one for use along side the Power Armor Fast Exit and Enter (F76) mod.