MechWarrior 5: Mercenaries
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gundamwarrior

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  1. gundamwarrior
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    Update version 1.2

    Attempted fixes at audio problems, not able to fully solve them but somewhat deter them to a degree, as well as at least finding out what causes it. Switching mechs can amplify its frequency within a mission of both mech engine sounds and pitch / yaw sounds bugging out. So try to keep mech switching to a minimal if you can.

    Tuned the audio volume levels for a fair amount of audio files in the mod already.

    Added ECM toggle sound.

    Added Optional File of V1.2 that has MWO's Betty. Has all audio queues replaced except specific mech target acquisition callouts. Use the Optional file only if you wish to use Betty with the mod as its the full version with the inclusion of MWO's Betty. Otherwise if you don't want to use Betty, use the Main file instead.
  2. gundamwarrior
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    So I was thinking of adding MWO UI audio to the game and replacing them. But before I attempt this I wanted to see what peoples opinion on such a
    thing would be.

    I finally figured out why the .wav's from MWO weren't able to be opened or played at all once extracted from the FSBs from MWO, and now I'm capable of adding them to the game.

    The question I have is, how much interest would there be for this feature to be added? I've partially started work on it just incase. If the interest isn't there I'll hold off for now. But if theres enough interest I'll eventually finish adding them. So by all means vote in the straw poll linked below.

    https://strawpoll.com/polls/PbZqo382BnN
  3. ReturnBlank
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    After several months using Kh0rnz' stuff exclusively, I came back to the MWO SR to check if it was still working. It's 100% operational, all systems nominal, and still an impressive, superb sound mod.
    The other one will stay on the bench for a while.
     
    1. gundamwarrior
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      Aside a few issues that still exist. IE: The Hatchetman and Crusader do not make any audio for some reason but all other mechs do? But inside WWise theres no mention of specific sounds to them and when playing in game without the mod active they still make the same sounds they normally do that other mechs of their weight classes make. So I'm stumped on that. I should send an ticket to PGI to see what they have to say about that.

      Also, I did try to update the mod after that thinking maybe something in my pack was broken. Due to PGI's error after DLC4 update to both WWise and UE4 editor, it deleted my entire project and I had to rebuild it up from the start all over again. Which I did...and then when trying to package the mod again, it keeps packing the mod with Betty included only even when I only include the files for physics mechs, weapons, and cockpit only. So I tried to figure out why that wasn't working and it once again, deleted my entire mod project and reset it back to 0. SO I have a final build thats with betty included (nothing i can do about that but thats how things be) that I'll post when I have the time to.

      Because of that I can no longer update on steam because i'd have to rebuild the entire thing all over again just to reupload and I don't have the time to fiddle with settings all over again and test things with the time left of my license and after all of this that happened I'm done with modding. WWise and Unreal Editor just keep doing things it shouldn't when I literally follow the instructions to the T. So Nexus will be the final version upload that was reworked from the ground up after something happened that deleted my entire project again for the second time. :\
  4. DvalinRas93
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    Is this still functional for DLC4/338? If not, is development ongoing?
    1. gundamwarrior
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      I actually have a version quote on quote ready to be uploaded but I've been busy / partially unmotivated to go through the wringer to get it fully uploaded both here and on steam. Because PGI made a screwup with the WWise editor that deleted everything because of an option change they made to it from the DLC update, it deleted all my saved settings and saved audio so I had to rebuild everything from the scratch.

      While yes, that mod Should work as is right now thats currently available. I noticed some problems of audio fully not working on heavies but that might've been from a screwup on their end at the time, but since then I already have been testing my own rebuild of it it works again and since deleted the old build so I can't verify that unless i use whats uploaded here.
  5. Slayer0fKings
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    Hi Gundam I am currently working with and commissioning SOS1Mayhem to do a MW2 and MW3 betty. 
    Since you're the only active betty person left I wanted to see if we can pick your brain or hire you to assist in the creation of an MW 2 betty
    Thank you, 
    1. gundamwarrior
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      I could do it since its very simple to actually put together. It'd only take a few hours tops. But I don't own those games admittedly, so I don't have access to the core games audio files. Ripping them off a youtube video is less than desirable if any uploads of them exist in the first place. So if you can provide all of the audio in ogg or wav format, I'd be able to start pretty much immediately. Otherwise I'd not be able to be of any help.
    2. Slayer0fKings
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      No problem at all what we can do is using your MWO betty it's possible that we can reverse engineer it to use MW2. 
      I am working on the project with Celestial as well from the Classic Timby and Clan Mech mods. 
      I am willing to compensate you for the original source files the wwise project and ue4 source. 
      please feel free to speak to me on Discord Slayer0fkings#9797 or Celestial#2619 and we can get the ball rolling like I said more than willing
      to compensate you for the project and thank you.  Also we have the original MW2 betty sounds in .wav format as well. 
    3. gundamwarrior
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      I mean, all I would have to do is just replace the audio like I did originally in WWise. Its an easy process like I said. I'd have to just create a new project save and do what I did with the MWO sounds, just for the Betty only for whatever you have available for me to use from the source files. And I'll add  you. As for Celestial I see he's in Von Seiten's discord so I can just DM him directly from there if he allows DMing from people in servers he's with.
  6. biovespa
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    if you ever going to update it -please  think about making version that removes:
    betty target acquired & target destroyed - wish it was empty wav or something
    dont know why pgi did it in mwol but we had the  mod that works on mwol & removed it.
    i mean - we clicks on targets and destroyed them every few seconds - why should we hear it every time ? :)
    well i know why because its lore - activevision did in 1995 on mw2 - but wish i could just removed this 2 lines
    cheers :)
    tnx never stop use your mod helps a lot
    1. gundamwarrior
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      I'll see though its not much a bother to me but I can see if I can mute it entirely. But I'll only eventually update this whenever PGI fixes issues with the editor taking changes with MW5 itself. As of current I added as much UI sound changes as I can and it doesn't change them in game. Works in editor, doesn't in game. So until that gets fixed I won't be updating the mod other than packaging to work with latest version whatever whenever a patch comes out in the future to ensure it works off the bat for everyone.
    2. biovespa
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      cheers :)
  7. k4Anarky
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    Does this add the MWO victory theme at the end of the mission? That little medley always gives me such an adrenaline rush for the next mission. 
    1. gundamwarrior
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      No it doesn't. But I could see about adding it. But looking at it the music it might be possible. I'd need to do a bit of testing to see. In the editor the current music is a lil over a minute and four seconds long while MWO's is only 22 seconds. Not sure how that'd affect in game but I'll see what happens when I try it out.
  8. renyaoqin
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    By the sounds of it TAG is currently using ML file.
    1. gundamwarrior
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      Its unfortunate, but Tag shares the same sound file. It always has in MW5. There is no seperate audio for Tag individually. PGI got lazy in some aspects of making content for their game. So them reusing some of their assets that already exists in game to make a quick fix is basically all it comes down to. It was just one less thing they had to create by doubling up on the usage of the same sound files. Like how gauss and mech rifles have the same cooldown audio.
  9. ReturnBlank
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    Way to go!!! It was already very good, now it's even better. Much less volume decrease when various sound events are triggered, and Betty as the cherry on top. Keep up the motivation, dude!
  10. Tiro1000
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    Just a heads up since it was mentioned in the description that the MWO Betty mod referenced has not been updated since Aplril of 2020, and currently does not work, with reports of the game crashing when using jumpjets. Understand it wasn't your mod but just wanted to mention as the description is pointing users that direction.

    Edit: I stand corrected.
    1. gundamwarrior
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      You sure? The one thats on nexus was last updated in january 2022. You sure you're looking at the right one? this one? MWO Bitchin Betty
      Because it was updated in january and should be fairly safe to use still. Audio mods shouldn't need much updating despite the addition of extra DLC's since its just modifying a few things. If it doesn't work and seeing the mod author hasn't been on since early May apparently.

      I'll try my hand at adding the audio to my mod. I didn't want to add it to my mod because I saw there was one already made within the past 6 months so I didn't want to step on someone elses toes. And would think a 6 month old audio mod would still work well enough because some mods don't have to be updated much if at all after any hotfix or big content update aside any radical engine changes etc. But give me a day. First I'll try using the mod myself and see if I get the same aforementioned issues.

      Edit: After several minutes of playing with the mod I linked, it works for me. The MWO Betty mod I linked works fine as far as I can tell. Unless you've downloaded one elsewhere, this is the only one I can find. And theres no crashes when I used jumpjets. It infact played the correct audio Jumpjets at 25% and Jumpjets empty when at critical low fuel capacity and none left. Other audio like target acquired / target destroyed / etc are also working. I've yet to get a single crash yet.

      Also, if a mod hasn't been updated but should still work fine theres one simple thing you can do. Open the Mod.json file inside the the aforementioned mods folder in notepad, change version number from 1.1.0 to 1.1.328 and hit save. It should work and load properly and not say its out of date.

      But for safe measures I'll add the audio to my mod anyway because you can never be too careful.
    2. ReturnBlank
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      Have you used jump jets, pal? The only BB which doesn't crash the game when JJ is  used is Timber's MW4 Betty, probably because she doesn't shout "JJ fuel bla, bla", as an user smartly pointed out.
    3. gundamwarrior
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      I literally just said I did. I used the one from the MWO BB mod I linked. And I just added MWO's BB to my own test build. And both work fine. So I don't know what you or Tiro1000 are talking about not working because it literally works. No crash no nothing. It just works.

    4. ReturnBlank
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      Sorry, I didn't see you said it, cause I'm old and useless.
      I better stfu.
      Your mod is the best.
    5. gundamwarrior
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      Theres no need to self deprecate yourself like that. Everyone can end up misreading. I do plenty of times.
    6. ReturnBlank
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      Haha, that's true. But I'm really old and can't read s#*!, mainly when using my phone. The thing is we 60+ retired people tend to get too attached to hobbies, at obsessive levels. As I got super gung ho about your mod, I accessed Nexus through my phone after turning off my PC, then I read (with extreme difficulty) a line or two about MWO BB, and answered fast, to try to be of some help.

    7. Tiro1000
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      I both stand corrected and am grateful for you pointing this out to me. Thank you.
  11. sentrakh
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    Could Gauss rifles get the warbling during their charge up in MWO as a reload sound effect in your mod? on the subject of gauss rifles, I recall MWO's gauss having a more distinct "clank" when firing.

    Overall fantastic mod and one I really wanted for a while now. MW5's audio just doesn't hit the same way.
    1. gundamwarrior
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      As far as the weapon firing sound goes. I used the heavy gauss rifle sound because its what sounded most similar to whats in MW5 while still being an entirely different sound taken from MWO. In MWO majority of the standard gauss rifles audio comes from other audio files which are all based around its charge mechanics, holding charge, and letting the charge die by holding it too long. The gauss clang sound you're used to is not actually part of the firing sound but a file called Gauss_Load3 which is part of the cooldown whcih starts immediately after firing the weapon.

      The actual firing sound called Gauss_Update2 (PGI's file naming conventions are horrendous and I hate them for it) is just a small 0.81 second long clip of a mix of a thump / explosion which was highly muted down as the projectile itself along with a what I could guess is modified burst of air for the velocity of the bullet traveling / barrel releasing heat and cooling. Its not long enough to fit the animation for the Gauss in MW5. So I had to choose the heavy gauss rifles audio for the reason it played long enough in duration compared to the animation and the orig MW5 audio's length.

      Onto the final part of the topic. I've tried replacing that cooldown audio but believe it or not I'm still incapable of identifying where the cooldown audio that plays for Gauss rifles comes from. But unfortunately it also plays for all the mechrifles, as well as artillery weapons if you use Yet another weapon mod. So if I was to replace that audio it'd replace the audio for the cooldown from those with a charging sound if I did, which I don't think would really fit with those weapons for obvious reasons, since they share the same audio file. What audio file that is I still don't know. If I knew how to code I could probably stitch together a custom audio section just for that alone but I'm still in the learning process of unreal and the like. Right now all I'm doing is very basic replacement of audio without any coding. If I knew any coding I could do it definitely. And if / when I do it'd be a thing I'll definitely consider doing alongside all the custom mech audio sounds like I had planned for each individual chassis using their MWO variants.
    2. sentrakh
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      Thank you for replying! I had no idea PGI's file naming was so complex, or the mechanics behind what audio plays during each stage of the gauss rifle's charge. When factoring the animation itself it makes sense to me why you'd favor the heavy gauss over a brief clang and awkward silence as the final portion of the animation plays out. 

      Unfortunate that the gauss rifle shares its audio with the other weapons. I was thinking each weapon had its own audio directory and not a "universal" between classes. Ultimately, your choice to forego it also makes sense. Magnetic warbling would make zero sense for artillery.
    3. gundamwarrior
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      Their directory for their files in MWO is worse. Some files names are all over the place. Some even with spelling typos. like reload is spelled relaod in some.

      But with MW5 for example....Weapon is its own openable category. Under it it has ballistics, energy, missiles, cooldown, flamer has its own folder for some reason. Then under each weapon category has further ones for their weapon types but its only for their firing audio. And since majority of weapons don't have cooldown sounds aside ballistics. I mean there are audio files inside for missiles and energy but they're unused. But even under cooldown sounds there, there is not audio for the gauss / mechrifles.  Alongside under cockpit which is its own thing, has audio for cooldowns too but ...once again stuff in there is unused and none of it has the file for gauss/mechrifles. I have an idea how to stitch my own custom audio event for gauss rifle cooldown so it'd not interfere with mech rifles / artillery in the YAWM, but I need to learn about blueprints in UE4 first and know how to do it before i actually attempt it.
  12. ReturnBlank
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    Incredible. I HAD to delete all other sound mods after 3 days using yours. Today I decided to play with all of them, in order to decide if I'd keep x or y but, after the "contest", I gave 'em the axe.
    I hope you dig deeper to improve what you think is necessary, but never change the core of what you've already done, please, especially when it comes to the sound of the mechs themselves. Engines, footsteps, and the feeling of being inside the machines.

    *Edit
    This game has a HUGE problem with sound overlapping, bro. If one day you manage to solve it, I'll give you one year free pizza.
    I wonder why 2 or more sounds can't peacefully coexist without stupid attenuation. Sometimes the whole volume is severely lowered, because various simultaneous audio events refuse to sound clearly together, and one cuts the other.
    A century ago, Morkrah released the only mod which idk how was free of this plague. 
    1. gundamwarrior
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      I know Timberwulf has also, but its something based around coding and working with the engine itself which I don't know anything about as of the current moment. Which is going to take me time to learn even if I ask Timber for help like someone else previously had suggested in a comment way down below. I'm as is just replacing audio, and adjusting volume to make stand out more which get overshadowed by other things, sometimes pitch and a few other things, while others i'm straight up editing actual files to be able to fit in the specified weapon / etc with their animations of firing timing like the burst fire rifles for example. Audio work takes a lot of effort, part of it is the audio files themselves, another is timing it to animations in game, and another part is the game engine and how its set up. I know the game has some weird autoducking issue and I don't know how to get around that.