About this mod
An xNVSE engine plugin that adds support for dedicated interior/exterior weapon sounds, per-material collision sounds for bullet casings, and per-form collision sounds.
- Requirements
- Permissions and credits
- Changelogs
Ever noticed that shooting the Anti-Material Rifle sounds like you're standing in the Grand Canyon, even when indoors? Ever noticed that shell casings hitting the ground always sound like they're landing on concrete, even when you're standing in the middle of a desert? Ever wanted to
• Dedicated interior/exterior weapon sounds:
The vanilla game uses the same weapon shooting sounds whether indoors and outdoors. With this mod installed, the game will look at the default form as usual for shooting sounds while outdoors (e.g.
WPNPistol10mmFire
), but when indoors will instead use forms appended with "INTERIOR" (e.g. WPNPistol10mmFireINTERIOR
). This works for all of 2D, 3D, distant, and looping sounds. Skip to 1:48 in this video for a quick example of this mod in action:• Per-material collision sounds for shell casings:
For each type of shell casing, the vanilla game uses the same set of sounds regardless of what material the casings land on (i.e. PHYCasingPistol, PHYCasingRifle, PHYCasingShotgun). With this mod, the game will now utilise new, appropriately named forms for various material types:
Pistols - PHYCasingPistolDirt, PHYCasingPistolMetal, PHYCasingPistolWood, and PHYCasingPistol (for any other material)
Rifles - PHYCasingRifleDirt, PHYCasingRifleMetal, PHYCasingRifleWood, and PHYCasingRifle (for any other material)
Shotguns - PHYCasingShotgunDirt, PHYCasingShotgunMetal, PHYCasingShotgunWood, and PHYCasingShotgun (for any other material)
• Per-form collision sounds:
The vanilla game restricts collision sounds to one of a small handful of predefined material types, and unfortunately has no way of defining new ones. Instead, this mod allows you to define collision sounds on a per-form basis via a JSON file with the following syntax:
[
{
"mod":"FalloutNV.esm",
"form":"4353",
"sound":"UIMenuCancel"
}
]
In this example, the object with formID
4353
(in this case WeapSniperRifle
) would have its collision sounds replaced with those defined in the form with editorID UIMenuCancel
. To use this feature, simply create a JSON file with a name of your choice, place it in the folder Data\NVSE\Plugins\SoundExtender
, and type away!• lStewieAl's Tweaks and Engine Fixes comes with hundreds of customisable tweaks, fixes, and features for pretty much everything you can think of, and probably a lot more stuff you didn't.
• hitman47101 for support, and for lots of testing during the development of this mod.
• CovenantTurtle for pestering Stewie about this idea to begin with, and for
• Sweet6Shooter for releasing Interior Exterior Sounds Framework, which is a scripted implementation of this mod's interior/exterior weapon sounds feature.
• The entire Fallout: New Vegas community for supporting my mods the past few years.