About this mod
+70 completely redone Rush Attacks, new Hits, Beams, Ki Blasts and Combat sound effects in general, that add much more impact to your attacks to make you feel them like in the 90's series, using high quality sounds from PS3 Dragon Ball games, the anime and some from BT3, like vanish and super counter.
- Permissions and credits
- Changelogs
- Donations
- Added new videos reflecting the latest changes.
- Special Thanks to Soundman for giving me permission to use his sounds and include some of his amazing work in this mod.
- NOTE: I made this mod keeping in mind that the in-game ''sound effects'' volume option is set to 100, so I recommend you to set it to that value too, so you hear everything with almost the same volume, otherwise you will hear my sounds too loud and the rest of the sounds that I have not changed will sound very low in comparison, then lower the overall game volume through windows, if you want to hear everything lower
- REQUIRES Reloaded II and Ryo Framework to work. you can check this guide to know how to set up everything (Credits to Reinaldo110)
("C:\Users\Your user\Desktop\Reloaded-II\Mods)
- Known ''issues'':
-A Pak version is currently not possible because tools like ''Lost's audio modding tool'' still does not support this kind of sound effects, only voices and BGM.
-In Teen Gohan SS2's kamehameha and piccolo's light grenade you may notice a little bit louder sound when firing the super, I can't fix that as it's because of how the game is programmed, the developers thought it was a good idea to make the firing sound play 2 times at the same time in those techniques, I guess to add more ''impact'' by making them sound louder or I don't know, but that fucked up my volumes.
-When you charge a Goku Super Saiyan 3 (GT) kamehameha, the charge sound will still be heard like 0.5 or 1 second after releasing the button and will be heard slightly above the firing sound, this is not something very annoying, but it is noticeable sometimes, and it is because of how the game is programmed, originally without using the mod it happens as well, but since that kamehameha sounds are so ridiculously low, nobody would notice it.
Also the kamehameha firing sound (in almost every character that use it) will cut off when it connects with the enemy, and yes, this is also because of the game programming.
-It's normal to hear the explosion sound at the end of certain ultimates with a slight delay, that happens because each character has their own explosion sounds in their techniques, and after that sound a second explosion sound is played, this is the one you normally hear during the combat, with basic supers, in the vanilla game this happens too, but yeah, the volumes of those explosions are so low that you wouldn't notice it. the developers made very strange decisions with the sound system.
- Some general combat sounds that you can remove if you don't like any of them, just delete the file from ''se_battle'' folder:
Z counter ( fxSE_Act_09_03_03_parry )
Vanish ( fxSE_Ann_04_00_00 )
The ''wiiiii'' sound when you hit someone holding the punch button ( fxSE_CMN_BLW )
Strong hits ( fxSE_HIT_00_00_02 )
Small Ki balls ( fxSE_Mzl_00_00_00 )
Big Ki balls ( fxSE_Mzl_00_00_01 )
Sfx when using a technique ( sysSE_CMN_SPM_IN )
Sfx when using a Ultimate ( sysSE_CMN_ULT_IN )
Sfx that tells you to release the button to do a perfect vanish hit when you holding punch button ( SysSE_TRA_InputSupport_ReleaseSign )
The white Ki push in the middle of a combo ( fxSE_CMN_SC )
''Accept'' sfx from BT3 ( UISE_CMN_Decide )
Kamehameha charge ( fxSE_CMN_SPM_SSG_KMB_1_IN )
Kamehameha fire ( fxSE_CMN_SPM_SSG_KMB_3_FIRE )
Big explosions ( fxSE_Sta_04_00_00_Burn )
Explosion when you miss a Ki blast and it hits the ground for example ( fxSE_Exp_00_00_02 )
Other Ki blast firing sfx ( fxSE_CMN_SPM_SBM_FIRE and fxSE_CMN_SPM_SEB_FIRE )
Galick ho firing sfx ( fxSE_CMN_actSPM_SBM_GLG_FIRE_IN )
Trunks sword hits ( fxSE_HIT_01_00_00_Sword )
Return from super saiyan to normal state ( sysSE_CMN_FRMD_OT )
Menu window Open ( UISE_CMN_ConfirmationDialog_Open )
Menu window close/back ( UISE_CMN_Window_Close )
Janemba Teleport ( fxSE_Ann_06510000_IN )
Frieza Death Beam ( fxSE_CMN_actSPM_DBEAM_1_IN, fxSE_CMN_actSPM_DBEAM_2_FIRE )
Explosive Wave ( fxSE_CMN_EXA_BOM_BHH_FIRE )
Androids Barriers ( fxSE_CMN_EXA_Ba01_Andrd_0_IN , fxSE_CMN_EXA_Ba01_Andrd_1_FIRE )
Super trunks ultimate explosion ( fxSE_CMN_ULT_BOM_SI_1_FIRE )
Small ki balls deflects ( fxSE_Exp_07_00_00, fxSE_Exp_07_00_01 )