As of yesterday's patch the pulse phasers now use a different FSB for their sound which sounds more like a modern machine gun than anything from Star Trek, so this mod currently only works for Obliviating phasers. I've spent several hours trying to find which FSB is now being used, but have not had any luck as of yet. If anyone else manages to find it before I do please drop a comment in the 'Posts' tab. They also now use a weird explosion sound for the Beam Overload charge-up sound, but I THINK I know which FSB that's coming from. Interestingly, the actual Beam Overload sound was not changed, only the standard fire and the charge-up sounds.
Edit: I think I've found it, however this FSB is different from most others somehow and I'm having trouble modding it. The FSB in question is Powers_S33_bank02.fsb if anyone else wants to take a look at it.
Edit2: I've tried everything I can think of, but I cannot get it to sound as intended no matter what I do due to the distortions that are being applied by the game when Pulse Phasers fire. I will keep tinkering with it as new ideas come to me, but idk if/when I will find a solution.
If anyone else wants to take a crack at it, I've posted a guide over on the STO Modding subreddit for how to edit this type of .fsb. The files are in Powers_S33_bank02.fsb, and the one being used by Pulse Phasers is cb_22_longbolt_shared.wav
I can't open Powers_S33_bank02.fsb with DSSI v2.1.3. I get an unhandled exception error. Other FSBs open without issue. I wish they would have more logical file management. I wanted to change the Dark Matter Quantum to the TMP screech, but only got it part way. My mod never worked with Torp Spread. The devs moving the TWoK phaser sounds to a different file is a bummer.
I guess with the new TWoK phaser sounds, Bashir and O'Brien are fighting in their WWII holosuite program again. ;)
The other day I found an alternative way to edit this type of FSB, but the problem I'm running into now is that the new Pulse Phaser sound has some kind of distortion applied to it by the game when the weapons fire and no matter how I edit the sound it I can't seem to counteract this distortion.
I tried fsbextractor and it opens the file, but throws a few errors. There are 24 wav files that I see and none sound like the subject phasers. I reckon I'll used Obliviating phasers until DECA decides to mess with those. Then I'll just play with the speakers off.
I second this. I know Anon said there is no way to counteract the distortion found yet. I mean even if that is the case, I would love to have the TWOK sounds even with the distortion if at all possible. Some TWOK phaser sound even distorted is better then nothing. Anyways Thanks to Anon and jc1240 for trying.
After playing with the new Pulse Phaser visuals for a week, it started to bug me that my old sounds were longer than necessary for the updated visuals, so I've edited a new version that is shorter and better matches the length of the vanilla bolt audio.
I also went ahead and made some optional files for Beam Overload, since that uses the Kelvin phaser overload sound it will not be compatible with any Kelvin phaser or torpedo mods. I made two versions of the Overload sound, one that just uses the shortened sound I made and another that uses both the shortened sound and the vanilla Pulse Phaser bolt sound to give it a bit more oomph. I will also be uploading versions with my Vengeance sound on that mod. If any other modders want to make versions of their Kelvin weapon mods that include one of these BO sounds for compatibility you have my permission.
I've uploaded a video with both the shortened regular sound and the combined overload sound.
So after the April First Update, after I turned off the April fools Sounds, it seemed to have broken the sound for the TWOK pulse beam back to the original sound with a weird fizzle sound as well. I have tried to restart, that didn't fix it, I tried to uninstalled the sound, then play the game, after which I went back and reinstalled the sound and still it does not work, however the beam overload seems to kind of work, though I can hear the weird fizzle sound with that too. This seems to only be affecting TWOK pulse phaser sounds, all my other custom sounds work just fine. Is anyone else having this issue?
Thanks for the bug report, I'll have to check on this tonight when I get home from work. But if it's using a different sound after the update rather than being silent then that means they've set the weapons to get their sound from a different FSB rather than changing the sound files in the existing FSB, which could make it take a little longer to fix depending on how easy it is to identify the FSB and whether or not they've layered multiple sounds on top of each other like they sometimes do.
I watched your video where you demonstrate the new mod for the pulse phaser and at 0:13 seconds I noticed that when you clicked on the phaser overload it made the sound from TNG where Worf presses the button and it fires the phaser. Can you tell me where you got the mod because I would like to use it as well.
The tactical console sound mod is now uploaded, sorry work was rough this past week: https://www.nexusmods.com/startrekonline/mods/150
My other unreleased mods are mostly niche things that I don't think many people would be interested in (such as PUBG sounds for the Tommy Gun), or stuff that I just couldn't get to sound decent enough with currently available sources.
It's primarily for standard polaron, as well as anything that uses those sounds. I only tested with standard and Inhibiting polaron arrays, Protonic may be affected as well, idk, I don't have them to test with but I just watched a video showing them off and they sound like they may be using the standard polaron sounds as well.
I tried Enterprise Photonic, TWoK photon, and various First Contact photons, and none of them sounded good in-game.
While working on those I also discovered something: standard photon torpedoes use 1 of a group of very slightly different sounds, chosen randomly each time they fire, but TOS torpedoes use one specific sound from that same group of sounds. This complicates the modding of photon torpedoes even further because any mod will also affect TOS stuff. I considered keeping the keeping the TOS sound and only modding the rest, but that would result in standard torpedoes randomly sounding like either the sound I modded in or like TOS torpedoes, so I decided against it.
So that leaves two issues to solve: 1) obtaining good quality audio sources that also sound good in-game (Torp Spread can make an otherwise decent sound sound awful) 2) figuring out how to address the fact that TOS torpedoes do not have their own dedicated sound file
So what are you going to do about the torpedo mods because I have been asking for someone to do the photonic torpedo from ENT and the torpedo sounds from the movie.
I'm not having this issue on my end, I even tried downloading the file just to make sure I didn't mess up with the upload. Try downloading it again just incase the first download was corrupted somehow.
Other than that I only know of one thing that would cause sounds to be silenced like that: the sounds within the FSB not matching what the game is looking for, but if that was the case then I should see it on my end too.
It's magically working now (well, I did kick out of the game for a bit). I guess it was telling me to go outside and touch the frozen grass. :D Thank you for the continued effort on this mod.
I just discovered this mod thanks to Trant12345 over on reddit. THANK YOU! This is 1000% better and more immersive. STO forgets that to have a great Trek game you NEED Trek Audio!
I'm not going to formally ask for a BO version, but I would like to ask if there is a simple way to find which official FSB has the source sound to replace? Or is it trial-and-error?
I'll have to relearn how to do this, but a while back I was able to get the Dark Matter torp to use the TMP screech from another torp that has it. My favorite torp is TNG season one - TOS launch sound that immediately switches to TMP screech. I got it to work with regular shot and high yield, but never with torp spread. Your comment about the new WoK sound for BO using Kelvin sounds seems to explain my problem with the torp. I may revisit it one day, but no longer use Dark Matter.
I really hear the Kelvin BO sound and I'm hoping to get rid of it. Thank you.
As announced yesterday on VengeanceGOD's stream (formerly known as Ambassador Kael), the Pulse Phasers will be receiving a visual update. Based on what's currently on the Tribble test server this update will probably go live with today's patch. With these changes this mod may break, or the current version may only apply to the Obliviating Phasers going forward (someone on Reddit mentioned that the Obliviating phasers are unchanged on Tribble). Once the patch is up I will test everything and make updates if needed.
Thomas did mention that they had tried to get the audio updated as well, however he also said he didn't think they got it in time and a video I've seen from Tribble didn't seem to have movie SFX. This does give me hope though that eventually this mod may no longer be needed, but if that day comes I'll still try to keep the mod updated incase anyone prefers it.
After some quick testing, the Pulse Phaser beams seem to just use the cannon sounds now, and the relevant FSB has not been modified so the only update that will be necessary is downloading the 'Cannons Included' version of the mod if you weren't already using that version. Also, if you are using Brex2's 'Turn off Engine Trails' mod that seems to make the new Pulse Phaser VFX invisible for some reason.
Hmm, it looks like Beam: Overload uses the Kelvin Timeline phaser sound for some reason ... since I use those on another character, and rarely use BO, I don't currently plan to mod those phasers to use the TWoK phaser sounds to fix this, but if anyone requests it I'll go ahead and do it.
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Edit: I think I've found it, however this FSB is different from most others somehow and I'm having trouble modding it. The FSB in question is Powers_S33_bank02.fsb if anyone else wants to take a look at it.
Edit2: I've tried everything I can think of, but I cannot get it to sound as intended no matter what I do due to the distortions that are being applied by the game when Pulse Phasers fire. I will keep tinkering with it as new ideas come to me, but idk if/when I will find a solution.
If anyone else wants to take a crack at it, I've posted a guide over on the STO Modding subreddit for how to edit this type of .fsb. The files are in Powers_S33_bank02.fsb, and the one being used by Pulse Phasers is cb_22_longbolt_shared.wav
I guess with the new TWoK phaser sounds, Bashir and O'Brien are fighting in their WWII holosuite program again. ;)
I also went ahead and made some optional files for Beam Overload, since that uses the Kelvin phaser overload sound it will not be compatible with any Kelvin phaser or torpedo mods. I made two versions of the Overload sound, one that just uses the shortened sound I made and another that uses both the shortened sound and the vanilla Pulse Phaser bolt sound to give it a bit more oomph. I will also be uploading versions with my Vengeance sound on that mod. If any other modders want to make versions of their Kelvin weapon mods that include one of these BO sounds for compatibility you have my permission.
I've uploaded a video with both the shortened regular sound and the combined overload sound.
There's another set of TWoK-style phasers that uses this sound but also uses the old sfx from before Cryptic did their graphic overhaul
They still work with the engine trails mod
They're called Obliviating Phasers and can be gotten pretty cheaply on the exchange -nod-
https://www.nexusmods.com/startrekonline/mods/150
My other unreleased mods are mostly niche things that I don't think many people would be interested in (such as PUBG sounds for the Tommy Gun), or stuff that I just couldn't get to sound decent enough with currently available sources.
While working on those I also discovered something: standard photon torpedoes use 1 of a group of very slightly different sounds, chosen randomly each time they fire, but TOS torpedoes use one specific sound from that same group of sounds. This complicates the modding of photon torpedoes even further because any mod will also affect TOS stuff. I considered keeping the keeping the TOS sound and only modding the rest, but that would result in standard torpedoes randomly sounding like either the sound I modded in or like TOS torpedoes, so I decided against it.
So that leaves two issues to solve:
1) obtaining good quality audio sources that also sound good in-game (Torp Spread can make an otherwise decent sound sound awful)
2) figuring out how to address the fact that TOS torpedoes do not have their own dedicated sound file
Other than that I only know of one thing that would cause sounds to be silenced like that: the sounds within the FSB not matching what the game is looking for, but if that was the case then I should see it on my end too.
Thank you again!
I'll have to relearn how to do this, but a while back I was able to get the Dark Matter torp to use the TMP screech from another torp that has it. My favorite torp is TNG season one - TOS launch sound that immediately switches to TMP screech. I got it to work with regular shot and high yield, but never with torp spread. Your comment about the new WoK sound for BO using Kelvin sounds seems to explain my problem with the torp. I may revisit it one day, but no longer use Dark Matter.
I really hear the Kelvin BO sound and I'm hoping to get rid of it. Thank you.
Thomas did mention that they had tried to get the audio updated as well, however he also said he didn't think they got it in time and a video I've seen from Tribble didn't seem to have movie SFX. This does give me hope though that eventually this mod may no longer be needed, but if that day comes I'll still try to keep the mod updated incase anyone prefers it.
https://youtu.be/ksbxo6Ft4ho?t=136