Before we all go off to play Fallout 4, here's one last hurrah for New Vegas! The Combined Community Sound Pack jumps to version 2.5 with new sounds for energy weapons, explosives, firearms, and reloads. Distant sounds now use their own sound file. The current version is 2.5d, which requires all the DLC to run. An experimental compatibility patch for WMX has also been added to the file section. The version has a detailed preview video on the description page and the video page.
I still have absolutely no idea whatsoever whether or not that patch actually works, so if it doesn't, try grabbing three69's compatibility patch for WMX here: http://www.nexusmods...as/mods/62353/?
Much thanks to those who contributed and everyone who enjoyed this sound pack over the years.
Man, what beautiful work you have here, Spybreak. Having the audio rendered in .wav file format serves a very satisfying experience when firing weapons in this game. By the way, if anyone reading this has a suggestion for best load order placement for this mod, please let me know. (Currently, I have this loaded just before Weapon Mesh Improvement Mod and WRP.)
In the event anyone using this mod experiences a slowdown/ctd during the "trip to the basement"/Securitron OS upgrade scene, it's this mod that's causing it due to the securitron missile explosions.
Probably best to disable this mod during that specific scene, then re-enable it after you leave the basement. (In my case, because I have a ton of mod-added weapons slaved to it for their firing sounds, my solution involved going into xEdit and changing the sounds and projectiles for the Securitrons missile launchers so that they were at a practical level only firing... BB guns...)
Does anyone know how important the tiny tweaks to Attack Anims/Sec that this mod makes are? I'm considering setting up a scripted version for compatibility, but the script command to change that value was never completed, so I couldn't make those changes.
Not sure if this info will help, but the frankenstein'd conflict resolution patch I made awhile back for WMX+EVE+CCSP+Asurah has the CCSP sound entries being used in tandem with the Fire Rate, Attack Shots/Sec, and Reload+Jam speed values from Asurah and I've run into no particular issues.
Just note that with Automatic weapons, Fire Rate = Attack Shots/Sec, and for Semi-auto weapons, Fire Rate is typically set at 1.0 with Attack Shots/Sec and Attack Animation Mult values dictating how fast the weapon shoots.
If you are still planning on scripting this, be sure that the 3D and Dist. sound files are in mono as the main issue with CCSP is the incorrect formats causing the "eardrum" reloads from NPCs.
I heavily endorse this mod and kudos to all the people who were apart of this mod collab but if you want my very honest thoughts... It's not good, or at least the implementation of it is. As someone stated before, the sounds are in stereo and not mono which leads to NPC reloading sounds, gun actions, etc being louder than the actual guns they're using.
If the author could update this or someone ask for permission to, that would be a dream come true.
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I still have absolutely no idea whatsoever whether or not that patch actually works, so if it doesn't, try grabbing three69's compatibility patch for WMX here: http://www.nexusmods...as/mods/62353/?
Much thanks to those who contributed and everyone who enjoyed this sound pack over the years.
Probably best to disable this mod during that specific scene, then re-enable it after you leave the basement. (In my case, because I have a ton of mod-added weapons slaved to it for their firing sounds, my solution involved going into xEdit and changing the sounds and projectiles for the Securitrons missile launchers so that they were at a practical level only firing... BB guns...)
edit: never mind
Just note that with Automatic weapons, Fire Rate = Attack Shots/Sec, and for Semi-auto weapons, Fire Rate is typically set at 1.0 with Attack Shots/Sec and Attack Animation Mult values dictating how fast the weapon shoots.
If you are still planning on scripting this, be sure that the 3D and Dist. sound files are in mono as the main issue with CCSP is the incorrect formats causing the "eardrum" reloads from NPCs.
It's not good, or at least the implementation of it is. As someone stated before, the sounds are in stereo and not mono which leads to NPC reloading sounds, gun actions, etc being louder than the actual guns they're using.
If the author could update this or someone ask for permission to, that would be a dream come true.