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clayvn - yucklets - yvile

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Yucclets

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31 comments

  1. Yucclets
    Yucclets
    • supporter
    • 19 kudos
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    Unhiding this mod for now, but I'm not supporting it either so. use at your own risk.
  2. WhateverGod
    WhateverGod
    • supporter
    • 0 kudos
    I took the sound files from the "optional files" section (not the clams one but the original) and replaced the inital "Hit" sound with a call of duty hitmarker sound.  I'm a sound engineer by trade so the quality is very good still and balanced. The crit shot still dings, the headshot still splats, and the kill sound still--uhh... yk sounds like that, lol. anyone is free to hmu for the .zip of the new sounds i made if u wanna try it out
    1. Reiver33
      Reiver33
      • premium
      • 0 kudos
      Can i get your updated sounds?
  3. miossid
    miossid
    • member
    • 1 kudos
    I don't understand how to install this
  4. tgsixteen
    tgsixteen
    • member
    • 0 kudos
    Hey, I've been using this mod an I've noticed some issues with the sound playing on top of itself when using weapons with high fire-rates or projectiles. I don't know exactly how you implemented this mod, but a good fix would be to stop all instances of the hit sound whenever you hit something again. I took a quick look in FNVEdit, and I THINK (i am no expert) you could use the JIP function StopSound (https://geckwiki.com/index.php?title=StopSound) to do this.

    Here's an example of what I mean:
    ...
    if rTarget.GetHitProjectile == 2
    StopSound HSPlayerHit
    PlaySound HSPlayerHit
    else
    ...

    This might cause some problems where the sound won't play because of the delay thing, but I feel this could be fixed by removing the delay and making the sound longer. However, I don't think that issue will come up often, so it might not be worth changing anything.

    Thanks for the great mod btw! Also feel free to ask questions I will not know how to answer them.
  5. EnclaveOverlord1
    EnclaveOverlord1
    • supporter
    • 52 kudos
    Hiya! Just wondering how this effects shooting robots?
  6. Nymphonomicon
    Nymphonomicon
    • supporter
    • 13 kudos
    Couldn't you just make Just Hit Marker the requirement instead of JAM?

    https://www.nexusmods.com/newvegas/mods/66667
    1. clayvn
      clayvn
      • supporter
      • 302 kudos
      either will work
  7. keogeo
    keogeo
    • supporter
    • 17 kudos
    Love this mod, but it makes Shotguns and very high fire rate guns nearly unusable, unfortunately. Even with the quieter sounds, I had to go in and lower the volume myself to make it better
  8. racerfx
    racerfx
    • premium
    • 23 kudos
    Some of the sounds are very loud 
    1. clayvn
      clayvn
      • supporter
      • 302 kudos
      Try the second file - Clam edit.
    2. Yucclets
      Yucclets
      • supporter
      • 19 kudos
      I did lower the default ones but now they are almost to hard to hear lol, finding a balance is difficult.
    3. Even with the calm edit, it's fine with normal guns, but sounds like an earrape with miniguns due to their fire rate. Maybe you can exclude miniguns too like melee weapons? Or make a different, quieter sounds for them separately?
    4. MrsBigBrain69
      MrsBigBrain69
      • member
      • 0 kudos
      Wow I didn't realize that would totally be a real problem. It would have been really funny to learn that in game.

      I can just imagine the sound displayed in the video but like 30 times a second! Thanks njaal24690 for pointing that out. 

      Perhaps there could be a cool down between the sounds? 
  9. emilking
    emilking
    • supporter
    • 9 kudos
    Now that, that is satisfying, thank you for the mod!
  10. ReaperAnon
    ReaperAnon
    • BANNED
    • 386 kudos
    Nothing. Good mod.
  11. Epolbadare
    Epolbadare
    • supporter
    • 28 kudos
    hope someone overhaul gun shot sound, combine with this, modern warfare new vegas baby, so satisfying, btw endorsed