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
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.
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
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?
31 comments
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.
https://www.nexusmods.com/newvegas/mods/66667
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?