About this mod
This mod replaces over 330 player gunshot sounds with 6 new sounds per gun. This includes looping weapons, and 5 environmentally-specific tail sounds per gun. This mod replaces the player gun sounds for ALL handheld firearms, including Phantom Liberty guns.
- Requirements
- Permissions and credits
TL;DR: This mod overhauls over 330 player gunshot sounds with 6 new, high-quality sounds per gun, covering all handheld firearms, including those from Phantom Liberty. This also features new sounds for looping (fully automatic) weapons, which, to my knowledge, has not been done previously, due to limitations with the RedMod. Additionally, the mod includes 5 unique, environment-specific reverb "tail" sounds for all 56 firearms. Due to modding limitations, NPC gun sounds remain unchanged.
What is this mod?
I created this mod to address a significant issue with the gun sounds in Cyberpunk: they simply aren’t loud enough, and the sound mixing isn’t great. You might not notice that CD Projekt Red did an impressive job creating varied sounds that reflect the environment in which you're firing. Additionally, some default gun sounds are low-quality or don’t suit the firearm. I increased the volume across the board, and used sounds with intense reverb and extensive “tails” (the environmental reverb that follows a gunshot), making the guns sound far more powerful.
There are different gunshot “tail” sounds for multiple environments. My mod replaces the initial sounds for all player firearms, along with 5 additional environment-specific tail sounds per gun. I used high-quality, realistic sources for each sound, customizing and mixing each to match its specific firearm. I spent countless hours fine-tuning the gun sounds for each weapon, making extensive adjustments to their layering, sequence, and EQ.
What does this mod do?
- All PLAYER gun firing sounds (for 56 guns in total) have been replaced, including Phantom Liberty firearms.
- As part of the sound replacement listed above, all looping (fully automatic) firearms have new sounds. Previously, looping sounds could not be changed due to some unknown limitation of Redmod. I was able to by-pass the need for looping sounds completely by removing the looping sound and forcing the gun to use the single fire sound instead. Something that took a very long time to figure out.
- All player gun tail sounds have been replaced. This amounts to over 270 new sounds, with 5 unique environmental tail sounds per gun.
- Room: Short and reverb-heavy, a small room.
- Narrow: Similar to Room, but more open, a large indoor space.
- Streets: Loud, reverb heavy, and long.
- Open: Less reverb, longer sounds, wide open environments.
- Exterior Enclosed: Outdoor sounds in enclosed spaces, like an alleyway.
- The volume of firearms has been drastically increased. The guns should sound considerably louder than the vanilla sounds. This volume increase only affects player gun firing.
How did you approach creating new sounds for theoretical weapon systems?
I tried to create sounds for guns that don’t have an existing real-world counterpart through a grounded approach.
For tech (rail/coil) guns, I imparted a subtle sound indicating that the round is being electromagnetically accelerated at high speeds, and increased the sound of the supersonic crack that might accompany the projectile. Per CP2077 lore, these firearms utilize caseless rounds that are then accelerated via a coil or rail system, which should make them some of the loudest sounds in the game.
For smart weapons, I went for more of a muted reverb approach, since the projectiles are not supersonic, and included an additional sound for the gyrojet rounds igniting once they leave the barrel. This sounds like a firework pop milliseconds after the projectile leaves the barrel. This is especially noticeable with smart shotguns, as they fire multiple gyrojet rounds per shot.
What are the limitations and known issues of this mod?
- I am only able to create one sound per firearm, and one sound per environment (currently I have sounds for 5 different environment types) due to modding limitations, whereas CD Projekt Red created multiple sounds for the firing sound and each environmental tail. This is not typically noticeable, but you may hear the repetition of some firearms being fired in succession. I am looking for a way to create multiple firing sounds per gun, as I have a sound library that would support this.
- Not technically an issue, but the NPC gun firing sounds are not replaced as part of this mod. Unfortunately, this proved to be a difficult task due to the way RedMod replaces an entire group of sounds with a single .wav file. I can change NPC sounds, but the sounds lack the diversity of the defaults, and don’t allow for differing gun sounds based on distance. Looking for solutions, if anybody has any suggestions!
- To replace looping sounds, I had to make changes to the cooked_metadata.audio_metadata file, both for the base game and for Phantom Liberty. Any other mod that replaces these files will not be compatible with mine. I don’t know if other sound mods change this file, but it’s something to keep in mind if you find that a particular sound mod is not working with mine. If you have a mod that replaces this file and loads after mine, all the looped sounds (automatic weapons) will play the vanilla sound effects. Single fire gun and tail sounds should work with any mod that doesn't directly replace these sounds, though.
This mod is currently in beta only because I have not had the opportunity to test every firearm in every environment. All sounds are confirmed operational, but tweaks might be necessary here and there based on your feedback. Please report any bugs or inconsistencies that you identify to be corrected in future versions.
How do I install the mod?
Simply unpack the ZIP file into your Cyberpunk directory (typically Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077), making sure that TheLoudening.archive file ends up in your Cyberpunk 2077\archive\pc\mod directory, and that The Loudening folder ends up in your Cyberpunk 2077\mods directory.
This mod requires that you Enable Mods from your Cyberpunk 2077 launcher! If you have the launcher disabled, you will have to enable it so that you can enable mods. If you don't see the option to enable mods, you must download the RedMod DLC for Steam, GOG, or Epic. The link for Steam is below:
https://store.steampowered.com/app/2060310/Cyberpunk_2077_REDmod/