Fallout New Vegas
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aitch-zed

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HeroinZero

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About this mod

Fixes "no firing sound if quickly clicked again" and "stuck in firing animation with no ammo" bugs in a compatible way.

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Permissions and credits
Changelogs
As of august, 2021 this mod seems to be redundant because the sound bug is now completely fixed by lStewieAl's Tweaks "bSpinWeaponsSoundFix" option and the 0 ammo animation bug is fixed by "bManualReload" and "bPreventFiringAnimWhenEmpty" options so you should use it instead because it fixes it on the engine level.
I keep this on for archival purposes and for the people who for some reason don't want to use Stewie's Tweaks.
The description below hasn't been updated and reflects the old state of things.


You may also want to check my other related mods:
Reload Animation Fix
Minigun long wind-up (spin-up) restoration and aiming fix

Note regarding 2.0 and lStewieAl's Tweaks: while it also tries to fix these bugs on the engine level, current (4.90) version is not fully fixes them, now the sound will start to play no matter what but for some weapons there is still a critical sound desync if you firing too quickly.
I asked lStewieAl and he said that he's not gonna fix it further ATM, so I decided to update my mod instead.
It will now be aware of lStewieAl's Tweaks existence and will partially (optionally) disable unnecessary scripting functionality, leaving you with shortened/fixed sounds only, but you'll need to use certain ini settings, you will be warned about this after the first launch.
Also see "INSTALLATION" part for more info.


DESCRIPTION

This mod fixes two bugs associated with F:NV automatic weapons, first is that if you are out of ammo and keep firing button pressed, then your weapon will continue to play firing animation until you let go of attack button and second one is that if you stop attacking w/ certain weapons and then start again right away then there will be no firing sound.
You can watch this video to better understand what I'm talking about:




Here's a list of weapons that were affected in some way by a sound bug, now they're fixed:

Various Miniguns
Various Gatling Lasers incl. Sprtel-Wood
Various Flamers incl. insta-firing TTW BS Flamers
Heavy Incinerator
Ripper incl. GRA Ripper
Chainsaw
Thermic Lance
Industrial Hand
Auto Axe from TTW

Best thing is that beside these vanilla weapons, any modded weapons that use vanilla sounds are also auto-fixed, and even if you use weapons with custom sounds you can manually add them to form lists/edit their sounds a bit and they will also be fixed, or alternatively you can disable selected weapons from auto-fixing, see "customization" part.

INSTALLATION & COMPATIBILITY

This mod requires you to have NVSE and JIP LN NVSE Plugin and will not work otherwise. Make sure to use latest versions.

To install manually, simply copy esp and Sound folder in [game folder]\Data and enable esp file in launcher.
If you are using TTW or my Minigun long wind-up (spin-up) restoration mod you'll also need to install Long Windup file from Optional files section.

If you're using lStewieAl's Tweaks (you should), you must change values of these settings in nvse_stewie_tweaks.ini:
bSpinWeaponsSoundFix = 1
bManualReload = 1
bPreventFiringAnimWhenEmpty = 1

Do it backwards to uninstall, but make sure to only delete Sound\fx\hz\awfix and not your whole Sound folder.

When updating on an existing save game, make a clean save:
1. Remove previous mod version.
2. Go into the game and make a clean save.
3. Install the new version and keep playing.

This mod does not change any vanilla records or files and does all of its changes by a script so it should be pretty compatible with anything.
If you are using weapon sound overhauls or other automatic guns sound fixes it will most likely overwrite their changes.

There may be slight incompatibility with mods that disable/enable attack control through NVSE functions, like selective fire mods, however:
It will only really affect Miniguns and Flamers in burst firing modes (srsly burst firing them?), and even then it will most likely simply lead to sound fix not working unless you switch back to full auto mode.

Probably not very compatible with Manual Reloading - Firing Animation Fix because it does the same thing regarding 0 ammo bug but in a bit different way.

JIP RWO compatibility is built-in.

NOTES

VATS and NPCs are still affected by sound bug, tho to a less degree than before.

Sometimes (very rare) when spamming lmb or playing on low (<30) fps it is still possible for firing sound to disappear.

A few of the fixed weapons now have small delay (~0.5 sec) after you stop firing before you will be able to start firing again to ensure animation is fully stopped.
This is hardly noticeable because delay is very short, only apply if you fire again in the same second you stopped and affects weapons that are already had delay before firing to begin with, such as Miniguns & vanilla Flamers.
Weapons that are meant to be rapidly fired again after stop such as Gatling Lasers or TTW Broken Steel Flamers are almost unaffected by this delay.

Sound-wise Gatling Laser now acts like Sprtel-Wood, i.e. there is no spin-up or spin-down sound.
Not like it had any real spin-up/down in vanilla, it was purely a sound effect and you actually already fired a few shots during this fake spin-up sound.

If you fire Gatling/Sprtel-Wood without releasing the trigger for longer than 9/6 seconds or TTW Broken Steel Flamer/any flamers that start to fire instantly for longer than 15 seconds firing sound will stop playing until you stop firing and start again.
This is impossible in vanilla unless you are using god mode cheat for infinite ammo.

CUSTOMIZATION

NOTE: This mod automatically fixes all weapons that use vanilla sounds and leaves weapons with custom sound unchanged so you should only read this if you are semi competent with GECK and want to add support for your custom weapons or stop fixes to apply for some specific weapons.
Spoiler:  
Show
You have to load my mod and all mods you want to add support for (make sure nothing selected as active file) in GECK with GECK Extender (so it saves esp as masters, or use xEdit if you know how) and then save changes as a separate plugin.
All you must do is to add weapons to specific formlists, search them by typing "hz" in search field while having Form Lists category selected.

Here are your options, please make sure to pick only one:

1. Disable auto-fixing of selected weapon.

For example you don't like changes to Gatling Laser sound or some weapon from mod is being incorrectly auto-fixed, so you want it to be completely unaffected by changes to sound maded by this mod, all you have to do is to add this weapon to hzAWFixSKIP form list, now it will be unchanged, unless you manually added it to some other list.

2. Make weapon with custom sound use vanilla sound.

For example you have modded minigun that uses custom sound and affected by sound bug, you may make it use vanilla minigun sound and thus being auto fixed if you are OK with replacing custom sound, simple add this weapon to hzAWFixMinigun list, now it will use vanilla minigun sound and be fixed. I've provided lists for almost every affected weapon sound.

3. *Advanced* Adding support for weapons with custom sound.

You will need Wavosaur (google it) to edit sound files.

A) Your weapon is 2-handed automatic melee/automatic hand2hand.

Its enough to simply cut part after "Loop End" marker in Wavosaur to be shorter than 500 ms and you should be good to go, actually this doesn't even need my mod to work.

B) Your weapon is insta-firing (AttackLoop) animation.

Firstly add this weapon to hzAWFixDELAY list, this will make mod to apply small delays after firing based on weapon attack animation
For insta-firing weapons like Gatling Laser you have to change its sound record playback type to "None" in GECK, cut loop in and loop out parts in Wavosaur and then multiply middle part a few times that its enough to shoot full magazine without sound cutting out. This is better than using "Loop" playback type because it leads to better sound quality (less clicks at start).

C) Your weapon is using spin-up (AttackSpin/AttackSpin2) animation or 1-handed automatic melee.

For weapons with spin-up like Minigun and non insta-firing Flamer or for Ripper-like weapons, again, you will need to add your weapon in hzAWFixDELAY list and then edit sound file in Wavosaur so end part after "Loop End" marker is around 350-400ms or shorter.