Fallout New Vegas
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About this mod

Fixes "no firing sound if quickly clicked again" and "stuck in firing animation with no ammo" bugs in a compatible way.

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As of august, 2021 this mod seems to be redundant because the sound bug is now completely fixed by lStewieAl's Tweaks "bSpinWeaponsSoundFix" option and the 0 ammo animation bug is fixed by "bManualReload" and "bPreventFiringAnimWhenEmpty" options so you should use it instead because it fixes it on the engine level.
I keep this on for archival purposes and for the people who for some reason don't want to use Stewie's Tweaks.
The description below hasn't been updated and reflects the old state of things.

You may also want to check my other related mods:
Reload Animation Fix
Minigun long wind-up (spin-up) restoration and aiming fix

Note regarding 2.0 and lStewieAl's Tweaks: while it also tries to fix these bugs on the engine level, current (4.90) version is not fully fixes them, now the sound will start to play no matter what but for some weapons there is still a critical sound desync if you firing too quickly.
I asked lStewieAl and he said that he's not gonna fix it further ATM, so I decided to update my mod instead.
It will now be aware of lStewieAl's Tweaks existence and will partially (optionally) disable unnecessary scripting functionality, leaving you with shortened/fixed sounds only, but you'll need to use certain ini settings, you will be warned about this after the first launch.
Also see "INSTALLATION" part for more info.


This mod fixes two bugs associated with F:NV automatic weapons, first is that if you are out of ammo and keep firing button pressed, then your weapon will continue to play firing animation until you let go of attack button and second one is that if you stop attacking w/ certain weapons and then start again right away then there will be no firing sound.
You can watch this video to better understand what I'm talking about:

Here's a list of weapons that were affected in some way by a sound bug, now they're fixed:

Various Miniguns
Various Gatling Lasers incl. Sprtel-Wood
Various Flamers incl. insta-firing TTW BS Flamers
Heavy Incinerator
Ripper incl. GRA Ripper
Thermic Lance
Industrial Hand
Auto Axe from TTW

Best thing is that beside these vanilla weapons, any modded weapons that use vanilla sounds are also auto-fixed, and even if you use weapons with custom sounds you can manually add them to form lists/edit their sounds a bit and they will also be fixed, or alternatively you can disable selected weapons from auto-fixing, see "customization" part.


This mod requires you to have NVSE and JIP LN NVSE Plugin and will not work otherwise. Make sure to use latest versions.

To install manually, simply copy esp and Sound folder in [game folder]\Data and enable esp file in launcher.
If you are using TTW or my Minigun long wind-up (spin-up) restoration mod you'll also need to install Long Windup file from Optional files section.

If you're using lStewieAl's Tweaks (you should), you must change values of these settings in nvse_stewie_tweaks.ini:
bSpinWeaponsSoundFix = 1
bManualReload = 1
bPreventFiringAnimWhenEmpty = 1

Do it backwards to uninstall, but make sure to only delete Sound\fx\hz\awfix and not your whole Sound folder.

When updating on an existing save game, make a clean save:
1. Remove previous mod version.
2. Go into the game and make a clean save.
3. Install the new version and keep playing.

This mod does not change any vanilla records or files and does all of its changes by a script so it should be pretty compatible with anything.
If you are using weapon sound overhauls or other automatic guns sound fixes it will most likely overwrite their changes.

There may be slight incompatibility with mods that disable/enable attack control through NVSE functions, like selective fire mods, however:
It will only really affect Miniguns and Flamers in burst firing modes (srsly burst firing them?), and even then it will most likely simply lead to sound fix not working unless you switch back to full auto mode.

Probably not very compatible with Manual Reloading - Firing Animation Fix because it does the same thing regarding 0 ammo bug but in a bit different way.

JIP RWO compatibility is built-in.


VATS and NPCs are still affected by sound bug, tho to a less degree than before.

Sometimes (very rare) when spamming lmb or playing on low (<30) fps it is still possible for firing sound to disappear.

A few of the fixed weapons now have small delay (~0.5 sec) after you stop firing before you will be able to start firing again to ensure animation is fully stopped.
This is hardly noticeable because delay is very short, only apply if you fire again in the same second you stopped and affects weapons that are already had delay before firing to begin with, such as Miniguns & vanilla Flamers.
Weapons that are meant to be rapidly fired again after stop such as Gatling Lasers or TTW Broken Steel Flamers are almost unaffected by this delay.

Sound-wise Gatling Laser now acts like Sprtel-Wood, i.e. there is no spin-up or spin-down sound.
Not like it had any real spin-up/down in vanilla, it was purely a sound effect and you actually already fired a few shots during this fake spin-up sound.

If you fire Gatling/Sprtel-Wood without releasing the trigger for longer than 9/6 seconds or TTW Broken Steel Flamer/any flamers that start to fire instantly for longer than 15 seconds firing sound will stop playing until you stop firing and start again.
This is impossible in vanilla unless you are using god mode cheat for infinite ammo.


NOTE: This mod automatically fixes all weapons that use vanilla sounds and leaves weapons with custom sound unchanged so you should only read this if you are semi competent with GECK and want to add support for your custom weapons or stop fixes to apply for some specific weapons.