This mod is now completely redone to use TexTools.
Because of how TexTools works I won't have to manually update this mod after every patch, so waiting for me to update should no longer be a thing -- unless the game's file structure changes in a very significant way.
Because this mod will now remain relatively unchanged over time, the version number will be out-of-sync with the game version, but that shouldn't really matter. I bumped the mod's version number to 7.0 just so everyone will be aware this is a new version with significant changes. From here I don't foresee having to update the mod much.
Thanks to users for bringing better ways of producing this mod to my attention. Big thanks to Sephodious for poking me and giving me a run-down on how TexTools works.
The mod works and sounds great! However, I've noticed a problem where other gunbreakers in your party sfx can be clearly heard, leading a big headache if there are multiple. Anyway to mute them?
It's because of how the sound effect files are created. These sound files are pulled directly from .DAT files early in the Shadowbringers expansion, and during that expansion you could clearly hear other party members' skills. When Endwalker released, an attribute in the sound effect files for skills was changed so that when you hear the sound effect from any other player it is heavily attenuated (way quieter) than if you used a skill and caused the sound yourself.
So, because these specific sound effects weren't part of the game anymore when those adjustments were made to file properties, they still sound (and experience attenuation/falloff) like they did during Shadowbringers.
I don't know of any tools to edit those attributes of the sound file, so I can't change this quickly and easily unfortunately. I did do some research on this in the past and found some info which educated me on the above info. It also showed some of the properties that changed in a hex editor.
So maybe it's something I could tinker around with using a hex editor sometime in the future.
Thanks for this! I've been using the one on the other mod site but it hasn't been updated. GNB is unplayable for me with the vanilla sounds. I also noticed that combo sound is missing for DRG as well. really throwing me off, I hope they address it.
13 comments
Because of how TexTools works I won't have to manually update this mod after every patch, so waiting for me to update should no longer be a thing -- unless the game's file structure changes in a very significant way.
Because this mod will now remain relatively unchanged over time, the version number will be out-of-sync with the game version, but that shouldn't really matter. I bumped the mod's version number to 7.0 just so everyone will be aware this is a new version with significant changes. From here I don't foresee having to update the mod much.
Thanks to users for bringing better ways of producing this mod to my attention. Big thanks to Sephodious for poking me and giving me a run-down on how TexTools works.
So, because these specific sound effects weren't part of the game anymore when those adjustments were made to file properties, they still sound (and experience attenuation/falloff) like they did during Shadowbringers.
I don't know of any tools to edit those attributes of the sound file, so I can't change this quickly and easily unfortunately. I did do some research on this in the past and found some info which educated me on the above info. It also showed some of the properties that changed in a hex editor.
So maybe it's something I could tinker around with using a hex editor sometime in the future.
You are the best!