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OrgasmicSneeze

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OrgasmicSneeze

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About this mod

Now adds atmospheric conditions for NPC and player exterior reverb, adds reverb to ALL NPC weapons, adds reverb to NPC and player weapons that did not typically have it, and changes reverb profiles for burst and full-auto weapons to the semi-auto profiles for NPC and player.

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                                 WHAT IT DOES                                       




New update adds all of the following below to ALL NPC weapons



- Removes exterior reverb on planets with no atmosphere (if you use my weapon sound mods it WILL still play the reverb that is included in those)
- Adds reverb to weapons that for some reason did not have reverb added
- Changes all fully automatic and burst fire variants to use the semi-automatic reverb profiles (semi-auto reverb is much beefier and more satisfying)
- Adds reverb to ALL suppressors and stealth lasers (old version is still available for download, but does not include NPC added suppressed reverb)
- Old version still available for download but will not apply any NPC weapon reverb changes





Check the videos section for examples of what this does






                                 INSTRUCTIONS                                       


- First you will need Plugins.txt Enabler (either sfse version or asi loader)





- Then make sure you enable hidden items [ON YOUR COMPUTER NOT IN STARFIELD]

Which is located under: View (next to the sort dropdown menu), show >, hidden items





- Install with the instructions from the mod and then make sure you create a text file named Plugins.txt file in:
C://your username/appdata/local/starfield





- In your Plugins.txt file enter the name of each .esm file (and all future .esm mods you download), it should look like this:*AutoReverb.esm




- Drop my .esm file into the root data folder of your starfield install:
C://steam/steamapps/common/starfield/data




DO NOT
 
use the old method of adding sTestFile1-10blahblahblah.esp to your StarfieldCustoms.ini file;

This has a high potential to break your saves and is volatile & unpredictable



I have tested several weapons and they appear to be in working order, but as always make a backup of your saves before using any new mods!



This should also work with any other mod as long as it doesn't affect the sound keyword mappings of weapons.


                                                                                                                                                                                                                                                                                  

FOR THE FUTURE:



I will not be updating my mods as Starfield gets new updates. I unfortunately do not have the passion for the game as I once did.

With the release of the CK I don't want to keep them locked down and not let anyone keep going what I started.
Anyone who wants to update them, fix them, improve them or do anything they want with my assets or xEdit mods can absolutely do so within Nexus.

I only ask that you please credit me as the original creator. 



You may also port this ONLY to Bethesda.net/Xbox. Any ports to any other site or game is against the use of my assets.

You MAY NOT use my assets or mods to earn money, be sold anywhere, or enter into the Creation Club. But you can absolutely get your hard earned DP :)

                                                                                                                                                                                                                                                                                  



Massive thank you to ElminsterAU and the entire xEdit team