There is no activity on this mod other than basic forum moderating and (best effort) support for potential bugs in EVE itself; i.e. just "caretaker" services. In other words: general technical support is no longer provided.
• There are two installers -- the primary installer is for those who use Vortex, Nexus Mod Manager (NMM), and Fallout Mod Manager (FOMM). The "Alternate" for is those who use Mod Organizer (MO) or Mod Organizer 2 (MO2).
• EVE's special effects are rather demanding with regard to graphical and processor load, and may not be suitable for laptops or lower-tiered desktop systems. Since there are no player-adjustable settings for EVE, players will need to decide whether this mod is appropriate for their systems and gameplay experience.
• There is no provision for using just a subset of EVE's features, or for disabling specific features.
• There are currently no plans for altering existing features or providing variations or tailorable settings. Which means no active development of any kind.
• There is no guidance or assistance provided here for individual modding efforts, and also none for players wanting to make personal changes to EVE.
• If some other mod is not compatible with EVE, then perhaps request a compatibility patch from the creator(s) of that other mod. Compatibility patches are not provided here.
• If you kill someone with a non-energy weapon, and you see EVE's energy death effects, then you installed A World Of Pain (AWOP), which is what causes that to happen. See the Loot Destruction article posted over at AWOP's mod page.
• Mods that replace the standard Pip-Boy with a handheld device are known to potentially cause issues with other mods, including EVE (our "holographic" iron sights might or might not be visible at times).
• TTW is not supported here, there are no compatibility patches in our files area, and no plans to provide those. If you are using TTW, then issues with EVE should be reported over at the appropriate TTW forum.
EVE should be 100% compatible with Frontier. Frontier doesn't make edits to any base game records, though you do find occasional base game weapons in Frontier, meaning EVE's affects will carry over.
If anyone experiences issues using EVE + Frontier, let me know.
In the future a mod will be released that brings Frontier's VFX over to New Vegas' weapons. Stay tuned
PS: Yes, I did 100% of all VFX in The Frontier (and 95% of the weapons themselves)
It is my understanding that WMIM is intended for players who want to only use base-game weapons without any other modifications, and WMIM is then optionally installed to correct mesh issues for some of those base-game weapons. Which means WMIM is also *not* intended (or expected) to work correctly with mods that alter base-game weapons -- such as EVE.
- * -
I have only limited knowledge since there is no support provided here for WMIM, and I do not use it myself -- but do believe that conflicts exist. The most obvious conflict is that WMIM alters weapon data records to enforce its changes via an .ESP file, and EVE does the same thing ... so each cancels out the other's edits depending on whichever .ESP file is lowest in the "load order" sequence. In addition, EVE provides its own weapon model meshes for various energy weapons, with special textures that are designed specifically for those meshes only -- so changing the meshes via WMIM will break those textures. Perhaps there are other issues as well.
- * -
There is currently no plan (that I know of) to provide official EVE compatibility for WMIM.
- * -
A couple of players reported that they encountered no issues when EVE is installed with its .ESP file positioned below WMIM's .ESP file in the load order sequence. However, there is no support for that here.
- * -
For replacement meshes and textures, and the ability to modify weapon attachments, consider using Weapon Mods Expanded (WMX) with EVE. WMX provides a complete set of weapon meshes and textures, and those meshes do not need to be "fixed" -- so WMIM is not needed. And when WMX is used with EVE, EVE then provides its special energy weapon meshes and textures and effects. I do in fact use both for my game play, and have done so for many years. WMX's download area provides the necessary compatibility patches for WMX + EVE. WMX's author and I ensure that they work correctly.
- * -
I provide support for EVE because I have used it for many years and like what it provides. Its weapon model meshes are trouble-free and do not need fixing or replacement, and I enjoy EVE's weapons and special effects. EVE was released a long time ago before WMIM and has no obvious need for those fixes.
- * -
For additional information, probably much more accurate than what I can offer, ask Roy over at his WMIM forum.
Using EVE with Weapon Mods Expanded (WMX) ...
Spoiler:
Show
Follow the steps in the WMX-EVE_readme.txt file that is provided by the WMX - EVE Compatibility v1.0.10 installer. That install package is in the OPTIONAL FILES section of WMX's downloads. That readme file is also available separately via this link:
Note that when installing EVE for the EVE FNV - ALL DLC.esp file, all five DLCs must be currently installed and enabled *before* installing EVE itself. The DLCs are: Dead Money, Honest Hearts, Old World Blues, Lonesome Road, and Gun Runners Arsenal.
For Vortex Users Only:
After installing EVE with Vortex, confirm that all of the DLCs are present and enabled, and that the EVE FNV - ALL DLC.esp file is also present and enabled. To do that perform the following steps:
Within Vortex, Click PLUGINS. You will see which things are truly present and enabled, and which are not. Within that PLUGINS interface, Enable the DLCs and mods that were not properly set when installed. When correct, All five of the DLCs and the EVE FNV - ALL DLC.esp file should be present and enabled.
Do not use the MODS tab to check the status of Vortex installs, because there is a Vortex bug that sometimes causes MODS to show incorrect information.
Personal Note ...
Spoiler:
Show
I retired from being the remaining developer / technical support guy on EVE back in late 2020 after many years of service. Which means there is just basic forum moderating and (best effort) support for potential bugs in EVE itself; i.e. "caretaker" services only. See the top-most sticky post for the current "don't gets".
If others would like to create compatibility patches, alternative variants, help with conflict resolution, provide technical assistance to others, and/or be the forum moderator and bug fixer ... then feel free to private message EVE's author weijiesen.
Fixes EVEs complete absence of disintegration/gooification sound effects for critical hit kills with laser/plasma weaponry and allows for the customization of the newly introduced SFX.
There is nothing that I can do about it. My only suggestion is to install IMPACT which replaces and enhances things like that. It is compatible with EVE, and can be found here:
Just say YES! Having you back into modding would be amazing! Anything i can do to help lighten the load or ideas you wanted to impliment, hit me up in jams animating server- Drax
It's a nice mod, although aside the weapon dropping when one gets disintegrated which is pretty frustrating, i just noticed that this mod is not compatible with cage or alike mods. If you have this one in the last position order you get credits at the end of the game even if you have a mod that should allow you to continue playing. I wonder why, since this mod shouldn't have anything to do with that.
i love this mod especially for the energy weapons, and wondered if theres anything i can download to help with the lag from using energy weapons or some of the textures hat have become messed up with this, like the gobi rifle and hinting revolver
I'm sorry, I love your mod. I really do. You gotta understand, if I could make a dakimakura with your mod on it I would. I have downloaded it probably a dozen times over the last decade and at least 800 hours of my life has been spent with it. And 600 with this weapon in particular
But, I need you to fix a texture for that weapon. 'It' being the AER14 Prototype. It's a very minor one, one so minor that i assume after all this time, only I have noticed. Or maybe, there are a few that have suffered in silence or like me, spend 30 minutes fixing the issue themselves every download. To those likely non existent but hypothetical people: this is for you.
On the sticky note located at the rear of the AER14 ,you kept the original text for the laser's colour. It states Focus: 1064 nm, (SHG) 532nm. These are the wavelengths of the laser with the primary frequency being invisible to the naked eye (1024), and a second harmonic generation that is green. However you have made the laser purple in this mod, so this no longer makes sense.
All you would need to do is change the nms to 858 (just beyond the human visible spectrum), and 424 (Violet) and it would make perfect sense.
Please, free me from the curse of having to edit the .dds every time i re-download it. I've tried to just ignore it some play throughs, but I can't. it silently glares at me from the bottom right of my screen, with a mocking grin on its hypothetical face, knowing i will eventually breakdown and fix it.
I already know this game will be my addiction till the day I die, with your mod included, so please make this cross easier to bear.
TL;DR: please change the numbers located on the back of the AER14 Prototype to 858, and 424 (SHG): so i can finally sleep soundly again.
Hey, it's me again, and I've done a little bit more research on the missing disintegration sound effects when it comes to laser weaponry.
Okay, so let's assume that the WJSLaserDeathChoiceScript has chosen the WJSDeathTokenLaserDeathshroom token, which in turns points to the WJScritkillLaserDeathshroom script. In this script we have the following content:
[...] elseif iStage == 0 if rContainer set iStage to 1 set fTimer to 2.0 rContainer.PlaceAtMe WJSLightFXLaserRed300 rContainer.PlaceAtMe WJSNullSoundDgrate02 rContainer.SetCriticalStage DisintegrateStart rContainer.PlayMagicShaderVisuals WJSLaserFlare rContainer.PlayMagicShaderVisuals WJSLaserCritGlowFXShadersmall rContainer.PlaceAtMe WJSBlastNodeZ64m 1 rContainer.PlaceAtMe WJSBlastNodeZ64mDeathShroom 1 rContainer.PlaceAtMe WJSlaserdeathcinders 1 if rContainer.GetIsSex Male == 1 rContainer.PlaceAtMe WJSNullSoundScreamshtM01 elseif rContainer.GetIsSex Female == 1 rContainer.PlaceAtMe WJSNullSoundScreamshtF01 endif else set rContainer to GetContainer endif [...] The only instances where the script is spawning sound-related entities are WJSNullSoundDgrate02 as well as WJSNullSoundScreamshtM01 and WJSNullSoundScreamshtF01 for the death screams. (The death screams are working fine) If we examine WJSNullSoundDgrate02 further, we can deduct that there is exactly one Sound attached to it, namely WJSlaserwaveDisintegration.
This specific sound then in turn points to the following sound file: "..\fx\eve\laser\wjsfx_disintegration_06.wav" The issue is, this sound file is only half a second long and completely silent. The same goes for wjsfx_disintegration_02.wav and wjsfx_disintegration_05.wav by the way. Which means that critical kills with laser weaponry have beautiful animations, but are completely devoid of a corresponding sound effect.
Out of curiosity I've tried to replace the wjsfx_disintegration_02.wav, wjsfx_disintegration_05.wav and wjsfx_disintegration_06.wav files with the WJS_Laser_Explosion_FX.wav file, which is also from this mod, and voila: Working laser weaponry disintegration sounds. (This is just a test and not a proper fix)
So, am I missing something important here, or had EVE for New Vegas never actually implemented sound effects for the critical deaths through laser weaponry?
Sigh. You are missing ... the fact that I have already addressed this in a prior reply to your initial post. You are merely reposting the same details (albeit at greater length) which I already gave you. WJSNullSound* = null sound = empty sound = silent sound, and they reference those silent .wav files. As do various critical death scripts directly. It is intentional that nothing is heard when those specific files are played. Other audio is heard instead based upon the specific type of critical death during the animation sequences.
Perhaps they were placeholders for possible future sound effects, but never implemented by EVE's author (the exception being the four instances I noted which do provide an audio effect for the equivalent moments). Or perhaps they are just a simple means of forcing a clever brief pause/delay in the script for timing purposes, since there is no easy way to that otherwise. I suspect the author left both options open and then eventually settled for the latter.
Feel free to make your own alterations to have something else instead. No plans to change things.
Personally it strikes me as very odd that EVE for New Vegas never had disintegration sound effects for at least 9 out of 13 possible critical deaths by laser weaponry, and that this isn't considered as a major bug. In my opinion EVE could've at least kept the vanilla disintegration sound effect intact instead of having nothing at all.
On a sidenote, the Explosion records for the death screams also have a "Null" in their name, and yet they're containing valid and working sound files. So I'm not quite sure that this was part of some deliberate naming convention to signal the absence of audio, but it rather seems like a simple oversight to me.
I will work on a fix for this for for my personal playthrough and then, depending on how happy I am with the results, might as well upload it to NexusMods, too.
Alright, I fixed it. Hard to believe, but with the very few exceptions where critkill scripts used the WJSlaserexplosionFX and WJSplasmaexplosionFX sound effects (which are an addition and not a replacement), none of EVEs visually stunning critkills actually played any audio - despite the fact that the vanilla game has perfectly fine Disintegration & Goofication FX.
I've created an .esp patch, by adding new Sound and Explosion records, placed them in all 68 critkill scripts whereever there was an appropriate stage/if-statement and then recompiled all scripts in GECK Extended. (All overrides, no conflicts) All critical kills now properly play sound effects, and you can even drop your own sound files in ..\fx\eve\laser\critkill and ..\fx\exe\plasma\critkill respectively to mix things up.
I'm gonna take my time now with thoroughly testing this patch in my current private playthrough, and then I'll eventually upload it to NexusMods.
I have had audio for all of the critical deaths for many years, ever since I first started with this game long ago, and certainly with our current release. I extensively test and verify each one prior to uploading.
But who knows, there was at least one recent minor update to the game fairly recently (if I remember correctly) and I haven't put in any playtime for a while, so I will check things once again ...
Check out the following YouTube video from 2015 - which I know is rather old (EVE v1.16.2), but it's hard to find something recent: Check 00:55
The plasma critical kill only plays WJS_Plasma_Explosion_FX and nothing else (No vanilla FXGooification), the laser critical kill afterwards plays no sound effect at all, because it's not a variation that uses WJS_Laser_Explosion_FX. (Also once again no vanilla FXDisintegration)
It seems like this already has been the case in EVE since the oldest available v1point14 release. There probably were plans to re-integrate the absent vanilla disintegration/gooification sound effects at some point, but it seems like it never happened.
This is one of those OH!!! forehead-slapping moments ...
The .wav files were originally overlooked in prior releases, and that fact was discovered by me back in 2016. My subsequent request to weijiesen for them kinda sorta got forgotten, as did my memory of it all. The current silent files are likely temporary ones that I provided (while waiting for the real files) to avoid potential problems that might otherwise arise if still absent. New files never arrived.
I messaged weijiesen this afternoon to see if he still has copies squirrel'ed away somewhere. His remarks about them back then were as follows:
"I remember those sounds, I had used Audacity to heavily filter and slow down some screams, then blended it with a backwards laser wep sound or smth.
The result was a pretty good mix that ended up kinda like a Star Trek 'phaser on kill' type deal."
Well, I'm glad that I could be of assistance in unearthing this long-standing little inconsistency again, and thanks again for the continuous and fast support provided. Let's hope that weijiesen still has the proper sound files securely stashed away somewhere, hehe.
In addition to your sound file request to him, I've also just asked him for permission to release my bugfix patch. Even if the old sound files can be retrieved, there might be some people who prefer the vanilla disintegration/gooification sound effects, and my patch also distinguishes between laser and plasma critical kills - which according to the WJSNullSoundDgrate01 and WJSNullSoundDgrate02 usage has been decided against in EVE.
6014 comments
There is no activity on this mod other than basic forum moderating and (best effort) support for potential bugs in EVE itself; i.e. just "caretaker" services. In other words: general technical support is no longer provided.
• There are two installers -- the primary installer is for those who use Vortex, Nexus Mod Manager (NMM), and Fallout Mod Manager (FOMM). The "Alternate" for is those who use Mod Organizer (MO) or Mod Organizer 2 (MO2).
• EVE's special effects are rather demanding with regard to graphical and processor load, and may not be suitable for laptops or lower-tiered desktop systems. Since there are no player-adjustable settings for EVE, players will need to decide whether this mod is appropriate for their systems and gameplay experience.
• There is no provision for using just a subset of EVE's features, or for disabling specific features.
• There are currently no plans for altering existing features or providing variations or tailorable settings. Which means no active development of any kind.
• There is no guidance or assistance provided here for individual modding efforts, and also none for players wanting to make personal changes to EVE.
• If some other mod is not compatible with EVE, then perhaps request a compatibility patch from the creator(s) of that other mod. Compatibility patches are not provided here.
• If you kill someone with a non-energy weapon, and you see EVE's energy death effects, then you installed A World Of Pain (AWOP), which is what causes that to happen. See the Loot Destruction article posted over at AWOP's mod page.
• Mods that replace the standard Pip-Boy with a handheld device are known to potentially cause issues with other mods, including EVE (our "holographic" iron sights might or might not be visible at times).
• TTW is not supported here, there are no compatibility patches in our files area, and no plans to provide those. If you are using TTW, then issues with EVE should be reported over at the appropriate TTW forum.
IMPACT - when you want your Ballistic visuals to be as good-looking as your game
Frontier doesn't make edits to any base game records, though you do find occasional base game weapons in Frontier, meaning EVE's affects will carry over.
If anyone experiences issues using EVE + Frontier, let me know.
In the future a mod will be released that brings Frontier's VFX over to New Vegas' weapons.
Stay tuned
PS: Yes, I did 100% of all VFX in The Frontier (and 95% of the weapons themselves)
I uploaded a collection of "unofficial" patches here: Unofficial EVE Patches.
What I Know about using WMIM with EVE ...
UPDATE: See the uploaded compatibility patch here: Unofficial EVE Patches.
- * -
I have only limited knowledge since there is no support provided here for WMIM, and I do not use it myself -- but do believe that conflicts exist. The most obvious conflict is that WMIM alters weapon data records to enforce its changes via an .ESP file, and EVE does the same thing ... so each cancels out the other's edits depending on whichever .ESP file is lowest in the "load order" sequence. In addition, EVE provides its own weapon model meshes for various energy weapons, with special textures that are designed specifically for those meshes only -- so changing the meshes via WMIM will break those textures. Perhaps there are other issues as well.
- * -
There is currently no plan (that I know of) to provide official EVE compatibility for WMIM.
- * -
A couple of players reported that they encountered no issues when EVE is installed with its .ESP file positioned below WMIM's .ESP file in the load order sequence. However, there is no support for that here.
- * -
For replacement meshes and textures, and the ability to modify weapon attachments, consider using Weapon Mods Expanded (WMX) with EVE. WMX provides a complete set of weapon meshes and textures, and those meshes do not need to be "fixed" -- so WMIM is not needed. And when WMX is used with EVE, EVE then provides its special energy weapon meshes and textures and effects. I do in fact use both for my game play, and have done so for many years. WMX's download area provides the necessary compatibility patches for WMX + EVE. WMX's author and I ensure that they work correctly.
- * -
I provide support for EVE because I have used it for many years and like what it provides. Its weapon model meshes are trouble-free and do not need fixing or replacement, and I enjoy EVE's weapons and special effects. EVE was released a long time ago before WMIM and has no obvious need for those fixes.
- * -
For additional information, probably much more accurate than what I can offer, ask Roy over at his WMIM forum.
Using EVE with Weapon Mods Expanded (WMX) ...
WMX-EVE Readme at Fallout New Vegas - mods and community (nexusmods.com)
Note that when installing EVE for the EVE FNV - ALL DLC.esp file, all five DLCs must be currently installed and enabled *before* installing EVE itself. The DLCs are: Dead Money, Honest Hearts, Old World Blues, Lonesome Road, and Gun Runners Arsenal.
For Vortex Users Only:
After installing EVE with Vortex, confirm that all of the DLCs are present and enabled, and that the EVE FNV - ALL DLC.esp file is also present and enabled. To do that perform the following steps:
Within Vortex, Click PLUGINS. You will see which things are truly present and enabled, and which are not. Within that PLUGINS interface, Enable the DLCs and mods that were not properly set when installed. When correct, All five of the DLCs and the EVE FNV - ALL DLC.esp file should be present and enabled.
Do not use the MODS tab to check the status of Vortex installs, because there is a Vortex bug that sometimes causes MODS to show incorrect information.
Personal Note ...
If others would like to create compatibility patches, alternative variants, help with conflict resolution, provide technical assistance to others, and/or be the forum moderator and bug fixer ... then feel free to private message EVE's author weijiesen.
-- Athelbras
With the friendly permission of weijiesen, a bugfix patch for EVE v1.19:
Essential Audiovisual Enhancements
Fixes EVEs complete absence of disintegration/gooification sound effects for critical hit kills with laser/plasma weaponry and allows for the customization of the newly introduced SFX.
https://steamcommunity.com/sharedfiles/filedetails/?id=3226522542
IMPACT at Fallout New Vegas - mods and community (nexusmods.com)
I know I sure did.
Looking forward to the second season.
Does Fallout 4 really need an EVE? I think there are a few EVE'esque mods out there already, no?
I am not aware of any patch mods that will help to reduce EVE's graphical burden.
https://www.nexusmods.com/newvegas/mods/75010
https://www.nexusmods.com/newvegas/mods/75046
I'm sorry, I love your mod. I really do. You gotta understand, if I could make a dakimakura with your mod on it I would. I have downloaded it probably a dozen times over the last decade and at least 800 hours of my life has been spent with it. And 600 with this weapon in particular
But, I need you to fix a texture for that weapon. 'It' being the AER14 Prototype. It's a very minor one, one so minor that i assume after all this time, only I have noticed. Or maybe, there are a few that have suffered in silence or like me, spend 30 minutes fixing the issue themselves every download. To those likely non existent but hypothetical people: this is for you.
On the sticky note located at the rear of the AER14 ,you kept the original text for the laser's colour. It states Focus: 1064 nm, (SHG) 532nm. These are the wavelengths of the laser with the primary frequency being invisible to the naked eye (1024), and a second harmonic generation that is green. However you have made the laser purple in this mod, so this no longer makes sense.
All you would need to do is change the nms to 858 (just beyond the human visible spectrum), and 424 (Violet) and it would make perfect sense.
Please, free me from the curse of having to edit the .dds every time i re-download it. I've tried to just ignore it some play throughs, but I can't. it silently glares at me from the bottom right of my screen, with a mocking grin on its hypothetical face, knowing i will eventually breakdown and fix it.
I already know this game will be my addiction till the day I die, with your mod included, so please make this cross easier to bear.
TL;DR: please change the numbers located on the back of the AER14 Prototype to 858, and 424 (SHG): so i can finally sleep soundly again.
Okay, so let's assume that the WJSLaserDeathChoiceScript has chosen the WJSDeathTokenLaserDeathshroom token, which in turns points to the WJScritkillLaserDeathshroom script. In this script we have the following content:
[...]
elseif iStage == 0
if rContainer
set iStage to 1
set fTimer to 2.0
rContainer.PlaceAtMe WJSLightFXLaserRed300
rContainer.PlaceAtMe WJSNullSoundDgrate02
rContainer.SetCriticalStage DisintegrateStart
rContainer.PlayMagicShaderVisuals WJSLaserFlare
rContainer.PlayMagicShaderVisuals WJSLaserCritGlowFXShadersmall
rContainer.PlaceAtMe WJSBlastNodeZ64m 1
rContainer.PlaceAtMe WJSBlastNodeZ64mDeathShroom 1
rContainer.PlaceAtMe WJSlaserdeathcinders 1
if rContainer.GetIsSex Male == 1
rContainer.PlaceAtMe WJSNullSoundScreamshtM01
elseif rContainer.GetIsSex Female == 1
rContainer.PlaceAtMe WJSNullSoundScreamshtF01
endif
else
set rContainer to GetContainer
endif
[...]
The only instances where the script is spawning sound-related entities are WJSNullSoundDgrate02 as well as WJSNullSoundScreamshtM01 and WJSNullSoundScreamshtF01 for the death screams. (The death screams are working fine) If we examine WJSNullSoundDgrate02 further, we can deduct that there is exactly one Sound attached to it, namely WJSlaserwaveDisintegration.
This specific sound then in turn points to the following sound file: "..\fx\eve\laser\wjsfx_disintegration_06.wav" The issue is, this sound file is only half a second long and completely silent. The same goes for wjsfx_disintegration_02.wav and wjsfx_disintegration_05.wav by the way. Which means that critical kills with laser weaponry have beautiful animations, but are completely devoid of a corresponding sound effect.
Out of curiosity I've tried to replace the wjsfx_disintegration_02.wav, wjsfx_disintegration_05.wav and wjsfx_disintegration_06.wav files with the WJS_Laser_Explosion_FX.wav file, which is also from this mod, and voila: Working laser weaponry disintegration sounds. (This is just a test and not a proper fix)
So, am I missing something important here, or had EVE for New Vegas never actually implemented sound effects for the critical deaths through laser weaponry?
Perhaps they were placeholders for possible future sound effects, but never implemented by EVE's author (the exception being the four instances I noted which do provide an audio effect for the equivalent moments). Or perhaps they are just a simple means of forcing a clever brief pause/delay in the script for timing purposes, since there is no easy way to that otherwise. I suspect the author left both options open and then eventually settled for the latter.
Feel free to make your own alterations to have something else instead. No plans to change things.
On a sidenote, the Explosion records for the death screams also have a "Null" in their name, and yet they're containing valid and working sound files. So I'm not quite sure that this was part of some deliberate naming convention to signal the absence of audio, but it rather seems like a simple oversight to me.
I will work on a fix for this for for my personal playthrough and then, depending on how happy I am with the results, might as well upload it to NexusMods, too.
I've created an .esp patch, by adding new Sound and Explosion records, placed them in all 68 critkill scripts whereever there was an appropriate stage/if-statement and then recompiled all scripts in GECK Extended. (All overrides, no conflicts) All critical kills now properly play sound effects, and you can even drop your own sound files in ..\fx\eve\laser\critkill and ..\fx\exe\plasma\critkill respectively to mix things up.
I'm gonna take my time now with thoroughly testing this patch in my current private playthrough, and then I'll eventually upload it to NexusMods.
But who knows, there was at least one recent minor update to the game fairly recently (if I remember correctly) and I haven't put in any playtime for a while, so I will check things once again ...
The plasma critical kill only plays WJS_Plasma_Explosion_FX and nothing else (No vanilla FXGooification), the laser critical kill afterwards plays no sound effect at all, because it's not a variation that uses WJS_Laser_Explosion_FX. (Also once again no vanilla FXDisintegration)
It seems like this already has been the case in EVE since the oldest available v1point14 release. There probably were plans to re-integrate the absent vanilla disintegration/gooification sound effects at some point, but it seems like it never happened.
The .wav files were originally overlooked in prior releases, and that fact was discovered by me back in 2016. My subsequent request to weijiesen for them kinda sorta got forgotten, as did my memory of it all. The current silent files are likely temporary ones that I provided (while waiting for the real files) to avoid potential problems that might otherwise arise if still absent. New files never arrived.
I messaged weijiesen this afternoon to see if he still has copies squirrel'ed away somewhere. His remarks about them back then were as follows:
"I remember those sounds, I had used Audacity to heavily filter and slow down some screams, then blended it with a backwards laser wep sound or smth.
The result was a pretty good mix that ended up kinda like a Star Trek 'phaser on kill' type deal."
In addition to your sound file request to him, I've also just asked him for permission to release my bugfix patch. Even if the old sound files can be retrieved, there might be some people who prefer the vanilla disintegration/gooification sound effects, and my patch also distinguishes between laser and plasma critical kills - which according to the WJSNullSoundDgrate01 and WJSNullSoundDgrate02 usage has been decided against in EVE.