MechWarrior 5: Mercenaries

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Nick Sherman - GenericMeds

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genericmeds

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  1. genericmeds
    genericmeds
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    Greetings gentlemen part 2:

    Due to another modder giving me some intel; I've discovered how to change the bb sounds.

    I am uploading the same v12 but with some new bb sounds. As well as old for "reactor online".

    I've had some new bb sounds for a couple weeks from my boss. I'm a teacher's aid and I noticed her voice (like any good teacher) can be very commanding and informative. So, wanted to give her voice a try.

    (was surprised she said yes).

    It changes no other sounds from v12. This is so if you happen to not like the new bb stuff, you can simply load up the original v12.
  2. genericmeds
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    Greetings gentlemen.

    v12 has been uploaded. Still some leveling to do.

    Did quite alot of subtle stuff.

    But you'll see. Well, hear. =D
  3. genericmeds
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    New update is coming soon with just AUDIO. So you can have other mods with visual stuff.

    Lots of improvements. I couldn't list em all. I just go through all sounds, edit. Test. Edit more. Test. Edit this, edit that. Change volume, change sound. Till I come up with something I'm happy with playing.

    IF you want to test the NEW version coming with the visual stuff, head here: https://www.nexusmods.com/mechwarrior5mercenaries/mods/155

  4. Illsidius
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    Can you please fix this mod in so that it can be controlled via the in-game settings? The jump jet boosters sound like I'm literally standing under an Apollo launch and I'd like to not bleed from the ears each time I use them.

    Otherwise, top tier sounds! Love it with Hellfire & Brimstone!

    But seriously, let us control the audio levels via the in-game menu. Those jump jets are loud asf man!
    1. genericmeds
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      uhhh which jump jets?

      Ones from people you see or your own?
    2. genericmeds
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      I ask because maybe I can correct tonight. Sounds annoying. I don't use jumpjets so I prob just guessed on the levels since I don't know how it sounds in cockpit.

      My apologies!!
    3. genericmeds
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      And for audio levels via menu?

      That's beyond me. There's ALOT of different sounds.

      But, I can easily turn down the jump jets.

      Also, try one of the newer updates if you haven't got it. I might have done it already....
    4. Illsidius
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      Oh my gosh, I didn't expect this kind of diligent response! Let me get a video to demonstrate my point.

      To write it as best I can:

      The Jump Jets on my starting mech sound like rockets going off in my ears, despite turning down the Sound Effects tab to 0.

      This *only* happens in cockpits. In 3rd person, the audio levels are fine!

      Also I downloaded this last night, so I'm assuming it's up to date. Will post again with a video later. Love the work btw <3
    5. Illsidius
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      Confirmed to be an issue on my end. My equalizer was super-inflating the audio levels of each sound.

      That said, the Jump Jet sounds ( for when they are being used ) are not honoring Sound Effects levels. E.g. I can have Effects set to 0 and the jump-jet sounds will still be at 100%
    6. genericmeds
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      yes it may be your eq after.

      Remember, for all sounds I eq'd them to be detailed and punchy on flat systems. So you can deactivate it for the game.

      I also applied dynamics processing to the sounds (like compression, limiting, etc) so you can deactivate any compression or loudness equalization/processing after mine. Because then you're double processing = harsh.

      I can understand doing it for mw5 vanilla sounds, as they are dull as heck!
  5. cimmer999
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    Been so buried in modding havent had a chance to play, but just listened to the sound cloud list. Good stuff! Are there AC sounds too?
    1. genericmeds
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      yes in the mod yep.

      But those I'm kinda happy with, so I didn't put em in the soundcloud list.

      OHHHH you're hellfire brimstone dude. That mod I LOVVVVVVVE. GR8 job on it!!

      It inspired me to try a visual mod myself.

      .... but every1 kept seeing squares for my explosions except for me. Weird.

      I changed the trails of missiles and stuff too by just replacing their already made assets just edited to look better.

      Added some emitters as well when I figured out how.
  6. genericmeds
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    Greetings gentlemen.

    Next update will prob be about a week from now.
    Hopefully....
  7. predatron
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    Phenomenal work, these sounds are awesome! I just wish they worked with Merctech, is there any chance of a version that works with Merctech in the future?
  8. tmdlcb195
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    Feedback!
    Awesome work so far, lots of good changes. Missiles, ACs all sound way better.

    'Mech explosion sounds are kinda finicky, close range they're super loud, but far away they're almost unnoticeable. I'm not sure if ability to tune volume based on proximity is something you can control or not?

    As for those sounds, explosions 1 and 5 are my favorites, but I think they're still missing a bit. Notice how the original sounds have a high impulse, quarter second beginning, into a fast lull, and then the explosion noise triggers? The MW5 Orig- Mech Death Explosion 1 sound is almost perfect, it just needs a remaster. I'm not a fan of the oscillating distorted synth on the other examples.

    Do mechs going critical have a different explosion sound from mecs destroyed in other methods?

    As for PPC sounds, #6, or vanilla, imo. PPC needs to have a short duration, staticy high pitched initial impulse, followed by a slow whine as it cools down, with a solid bassy thunder-like rumble towards the end. Think 'weaponized lightning'

    As an aside, mechs sound better overall, at least the one's I've tested. With one exception, my Wolverine sounds like I've got a huge metal box of loose silverware in the back. Only present in first person mode.

    Keep it up! I'll happily keep testing and providing feedback!
    1. genericmeds
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      Yes this is how I did the previous sounds.

      I don't "juice" the sound until after it's made.

      Such as, I layer or w/e the sound in one software. I get it to sound "flat". Nothing sticking out, not much punch because you don't want to overload levels.

      Once the sound is loaded into wwise (their software for sound execution I guess) is where I apply equalization to either increase bass, lower bass and make it more punchy, deep, increase detail, decrease high detail but increase vocal range detail, etc. As well as more volume, how volume reacts when hits a certain threshold, etc etc.

      I also apply dynamics processing. Such as compression. Compression allows me to adjust the attack and release of each sound ie: their punch and their character as the sound stops.


      I tried before to process sounds and "juice" em before entering into wwise, but it didn't sound as good. Seems best to us wwise's tools on 'flat' sounds.
    2. genericmeds
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      oh oh, and thank you.


      I keep hearing the weaponized lightning for ppc, not only from you. A couple others.

      I tried that......

      I didn't like it.....

      It made me feel too much like I'm thor, throwing lightning at people. I get the weaponized lightning, but I think lightning would sound different emitting from something on the ground vs it's natural state, emitting from clouds up in the sky.

      I dunno...... It was just so thor.....

      Maybe I'll combine those variations and make 1 punchier one. I'll try that.
    3. genericmeds
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      there seems to be only like 2 sounds for "death". there are sounds for other component failures such as legs, but I dunno. I've never heard em.... hm.

      You tell me from your battle experience bud.

      I will try though.... to see if I copy one of those death sounds and make a new instance to go with the existing 2, will mw5 pick it up and just randomize those 3? if that works..... s*** I'll add bunch just to keep it interesting because I know explosions are not a static (sounding) thing.

      short duration for ppc? I thought so too. Copy that. Will see what I can do with the candidates I have by combining them and adjusting each.

      For the whine down, I wanted to get a sound similar to in asseto corsa, this racing simulator. When you drive a hybrid car, the battery is charged when you press the brake at high ass speeds, and it gives this weird ass whine. Gonna try to find one similar.

      Wonder why the wolverine does that. I'll figure it out. Most likely my ignorance when adjusting sounds, Maybe some levels go to particular particular mechs vs where I thought they were distributed per size of mech.

      mkay, I will focus on that sort of impulse in beggining, fast lul etc of the explosion u like. But since others were complaining of it being too loud, I can smooth it out in a not so "midrange" loud way as it was.

      thanks dude!!!!
    4. tmdlcb195
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      You know far more than I do about sound engineering, but I think I follow the process. I do know that I was listening to each of your demo sounds in a vacuum, not gameplay, which probably leads me to be a bit more particular about it.

      Weaponized lightning is kinda how they're described in-universe. In the lore and such, hence why you hear it as a common phrase.
      https://youtu.be/IA2bTvub_xE?t=223
      Laserkraftwerk from Wolfenstien 2 (3:42 in the video)

      https://youtu.be/4WZ7kOJ9XjI?t=518
      Titanfall 2 - EPG (8:37) also- Thunderbolt (10:50)

      Both of those are great examples, in my opinion, of the general sound profile I think the PPC should have. The Titanfall examples moreso than the Wolfenstien one, but I figured the more potential inspiration the better? Other good examples IMO- the Spartan Laser from Halo, and the Sleeper Simulant from Destiny. Both those weapons have a charge-up time as well, but the sound they make when they fire, has that fast high energy impulse, followed by the cooldown noise.

      I went and found a video of a guy driving a hybird in that racing sim. If you're talking about the noise I think you are, then yes, that's what I meant. To keep it in cars, kinda like the sound a supercharger makes spooling up, except reversed.

      But I'd definitely keep the overall duration of the sound effect on the shorter end. There are other weapons mods that can shorten the cooldown of the PPC to only a few seconds. But on the other hand... the repeated reverb of the previous shot on top of the new one could actually be interesting...?

      But I think that's enough about PPCs!

      As for mech explosions, I'm just glad I can hear them at all mostly! And hey, worst case scenario, if there's a sound I don't like in the mod, I can take it out myself like that other guy.

      You're doing great work! sound seems frequently forgotten about in games. But good sound can make all the difference in the experience!

  9. meanbluegreen
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    This mod really does make the game more fun!!! Guns sound like.......GUNS, and the lasers have a resonance to them that make melting steel pure joy.
    Thank you for your excellent, much needed know how.
    1. genericmeds
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      Thank you man.

      Exactly what I wanted. The proper audio treatment of this game. Extending it's life and making you want to play it more.

      was fun. Will be more fun when I continue and push out the next phase soon =D



    2. meanbluegreen
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      I voted on your post, for what its worth.
      Mechexplode1 and possible ppc, clean and punchy are the way to go!
    3. genericmeds
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      saw it and responded. Keep in mind, I use wwise to juice the sounds a lil bit to bring out detail and punch in a way.

      Focus on the character of the sound, less the cleanliness. I can clean after inputing into software.

      But one thing I can't change (rule) is tone.

      Ima work those in regardless tho unless I get opposition decisions then I'll just average the results.

      My prime focus now is bb sounds. I think I found someone I know who has quite a good targeting computer voice..... We'll see soon if I can work it well into the immersion.
  10. meanbluegreen
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    I vote Mechexplode1, and possible ppc. I feel like they sound more clean and punchy.
    1. genericmeds
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      possible ppc was the sound I had for the L laser before.

      but it was WAYYYY too distinct. You'd hear it everywhere. Sounded way too alien and frequent.

      I thought as a ppc tho, which is fire waaay less frequently might fit better......


      Copy that dude. Thanks for your opinion!!!!