There is a known issue with fast start mods causing audio issues. If you are using a fast start or quick start mod, please make sure that is NOT the cause of your audio issues before reporting here.
IF YOU SAY YOU ARE HAVING AUDIO ISSUES BUT FAIL TO GIVE ANY OTHER DETAILS SUCH AS MOD LIST OR HOW TO REPRODUCE, YOU WILL BE IGNORED.
Unless xEdit broke something, nothing was changed in the update. I'll make a note that there's no need to update if your game is working fine. It doesn't matter because the actual contents is the same. Ignore the missing content warning. I'll see if I can reproduce the issue you are describing, but I don't see how this mod could do that since it doesn't touch any of those sounds.
Is it ALL sounds for you? This mod does not touch suit or movement sounds. It's really simple, and only adds missing reverb effects and tweaks some sounds for weapons to sound better in different conditions. It doesn't remove any sounds, and it's 100% vanilla records. I would guess there's a mod conflict or some other mod is causing the issue. However, can you give me an example of a weapon that causes this issue? I'm going to try something, and I'll get back to you. In the meantime can you roll back to the save you were using? I'll temporarily unhide V1.0.
not all sounds, no. I was using a silenced shotty and magpulse at the time. i never noticed anything different between them, i only noticed after updating the mods non weapon sounds were either gone or extremely quiet and i had to purge everything, as far as i know no weapon sounds were affected. after moving weapon sounds further up the list and redpeploying it was still quiet and had to turn my volume up to hear any footsteps and theyre there but veryyyy low even though theyre at 100% volume in settings when i first noticed it i logged into the game from my last save outside an occupied cave poi, went to a uh... relay station i think its called where the building is like a little bridge across 2 cliffs full of spacers. jumping, jetpack, body movement, footsteps were all wonky/non existent but bullets and enemy ai shouting seemed fine. im not sure what caused it but the only mod to update for that session was this one, everything else was up to date, i think thats all the info i have.
How many mods with masters do you have installed? I cannot reproduce this at all on my end. I even tried a new save, loading up version 1.0 and saving, then removing and loading 1.1. Everything I try has proper sounds. I think you must be reaching the mod limit, or having a missing archive in your INI file. Bethesda broke Starfield's plugin limit, but is being fixed on Monday with the patch + Shattered Space DLC.
I just updated and now I can't hear NPC footsteps. I'm running 87 plugins and I'm on the Beta but not only is the Beta suppose to address the mod index issue, I've seen several people confirm that it's fixed. So again I just updated this mod within the last hour and when I jumped in game I can't hear Barrett's footsteps. I have the settings for both "Player" and "(Other)" turned all the way up.
Are you using a fast start or quick start mod? I cannot assist because I cannot reproduce. I'm on a relatively small mod list, so maybe there's some mod out there conflicting. I honestly don't know.
does fast start mean skipping the introduction on vecta? that may be the source of my problem then if its known. what causes the issue? purely out of curiosity
Yes, it's a known engine issue. Something to do with how the engine works under the hood, and I don't know if there's a proper fix. The only thing that has been reported to fix it is to save the game, exit the game, then restart your computer. You may wish to check on the mod you downloaded to see if someone else has the same problem. I've heard from some Discord servers it's a relatively common issue when using alternate start mods.
thanks for the info. the game is sadly bricked at the moment cause i downgraded the patch through steam console and the game doesnt launch at all currently with vortex even after a fresh reinstall/downpatch
Can you do me a massive favor please and post your entire mod list? Preferably uploading it to a pasting site such as Pastebin.
Apologies, this was months ago and I've ran a couple of different load orders since then. Just happened to see your post now. I thought I had it enabled on my current load order but it's not. I'll have to test it again later and I'll let you know.
This mod doesn't break sounds. It's a conflict with another mod. I cannot reproduce. If you don't provide me with any actually useful details, then I cannot fix this. Are you using any alternative or fast start? I'm growing tired of people saying they are having audio issues and then providing zero useful information. From now on, if people do not provide their mod list followed by how to reproduce, their messages will be ignored.
Hey im getting a missing file warning and i cant access my last save. Is there anyway i could get access to download the older versions from the archive becasue for me they seem to be unlisted?
the game loads it just says im missing files from your mod and another. I have the updated version and it doesnt even give me the option of keep current load order. It just says I must search for the new files. So i cant access that save at all. but Ill try with the older varients and see if that fixes my issue. Thank you
Are you using the current Starfield BETA by chance? I'm trying to narrow down if something has caused a problem - either Starfield itself or possibly xEdit. Also, can you (if you remember) list the weapons which seem wonky?
Upon updating if your game gives you a missing content warning, you can safely ignore it. There was a typo in the 1.0 plugin name. The records are exactly the same.
It's subtle, but I think 99.5% of humans would think these sound better, and the other % just can't tell the difference so are picking at random. It's safe to uninstall if you don't like it.
I would if I had a bit more time. I still might, but as Jae says it's pretty subtle. Might be hard to catch on a video. One of those things where once you notice it's difficult to un-notice. It's all vanilla record edits which means there's no new records. So yes, it should be safe to uninstall if you use it and find that you hear no difference.
Hey! Thank you for the comment. Keep in mind I did not create the original two mods, and I'm not the most versed with Starfield at this time. I am 99% certain this mod does not affect explosives in any way. This mainly affects the following weapon types:
Pistols
Handheld Rifles
Machine Guns
Laser Weaponry
Shotguns
Looking in xEdit and double checking the descriptions of each of the mods, this should not affect:
Handheld throwables (such as grenades)
Melee Weapons
You may wish to double check the mod descriptions for yourself just to make sure. I hope this answers your question.
Does this also impact weapons with custom audio? (i.e. those with their soundbanks/*.wem files replaced). I ask because I've made a bunch of local changes but always down to make it all sound better :)
It shouldn't. This only affects vanilla records via hard edits. If you've added custom weapons, then it shouldn't affect them at all. But if you're using custom sound replacers for weapons then any vanilla weapon this mod edits would be affected. My recommendation is to try it out. The effect is fairly subtle, but it does sound better. If you decide you don't like it on a particular weapon it's not too hard to open it up in xEdit and delete the records for that weapon. Note that this mod doesn't have any sound files, it only adds missing attributes to existing weapons such as reverb sounds that already exist in the game. Therefore, it's mostly a fix mod. However, at the end of the day that is also subjective.
40 comments
IF YOU SAY YOU ARE HAVING AUDIO ISSUES BUT FAIL TO GIVE ANY OTHER DETAILS SUCH AS MOD LIST OR HOW TO REPRODUCE, YOU WILL BE IGNORED.
not sure how to fix it. going back to 4.0 hasnt fixed it and now my save is being flagged as missing content
I was using a silenced shotty and magpulse at the time. i never noticed anything different between them, i only noticed after updating the mods non weapon sounds were either gone or extremely quiet and i had to purge everything, as far as i know no weapon sounds were affected. after moving weapon sounds further up the list and redpeploying it was still quiet and had to turn my volume up to hear any footsteps and theyre there but veryyyy low even though theyre at 100% volume in settings
when i first noticed it i logged into the game from my last save outside an occupied cave poi, went to a uh... relay station i think its called where the building is like a little bridge across 2 cliffs full of spacers. jumping, jetpack, body movement, footsteps were all wonky/non existent but bullets and enemy ai shouting seemed fine. im not sure what caused it but the only mod to update for that session was this one, everything else was up to date, i think thats all the info i have.
Can you do me a massive favor please and post your entire mod list? Preferably uploading it to a pasting site such as Pastebin.
Yes, it's a known engine issue. Something to do with how the engine works under the hood, and I don't know if there's a proper fix. The only thing that has been reported to fix it is to save the game, exit the game, then restart your computer. You may wish to check on the mod you downloaded to see if someone else has the same problem. I've heard from some Discord servers it's a relatively common issue when using alternate start mods.
Looking in xEdit and double checking the descriptions of each of the mods, this should not affect:
You may wish to double check the mod descriptions for yourself just to make sure. I hope this answers your question.