[RELz] Gunfire Sound Range Increased

Post » Sat Feb 19, 2011 10:38 am

Gunfire Sound Range Increased
V1.01
By Povuholo
As requested by some random guy whose name I forgot



Downloads
========

http://fallout3nexus.com/downloads/file.php?id=14248


Gunfire Sound Range Increased (GSRI) increases the range at which gunfire can be heard by around 60%, depending on the weapon. This was done by editing the sound properties of each gunfire sound in the GECK.

A good way to notice the difference is outside the Farragut West Metro Station (you can quickly reach it with the console command 'coc FriendshipMetroUtility' and then go outside). There you can witness a fight between Raiders and Super Mutants, with the Super Mutants standing on a ledge on the opposite side of the water.

When you're on the Raider's side of the water, you can't hear the sounds of the super mutants shooting their assault rifles and miniguns. Just the sounds of the bullets hitting things. With this mod however, you can hear it.

http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=Movie.mp4



Because this method of increasing the sound range requires editing the sound properties in the GECK, it will not automatically increase the sound range for all weapons. Weapons from mods that add their own sound IDs will not have their hearing range changed. Add-ons would have to be made for those.

I intend to create an add-on for the Broken Steel DLC in the future if it's necessary (I don't know how many custom weapon sounds it has), the others don't really need it.


I will not be making add-ons for FOOK, FWE or any other mods that add new weapons (I don't know if they add custom sounds by the way), simply because I don't use them. At the end of the readme is a simple 'How I did it' section that explains what I did, so you can create your own add-on for your favourite weapon adding mods.



(In)compatibility
===============

GSRI would be incompatible with mods that change the sound properties of weapons. I don't know of any mods that do this, as there is not much worth changing in there.

This mod is 100% compatible with mods that change the properties of weapons themselves, and with all sound replacers.

I recommend loading this mod early in your load order.

Also, it's possible to merge the entire mod into the Bashed Patch, saving you an esp slot.
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Sheila Esmailka
 
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Post » Sat Feb 19, 2011 12:40 am

Dayummm, this sounds good. Downloading immediately! :D

EDIT: How has no-one thought of this yet?!
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Bitter End
 
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Post » Fri Feb 18, 2011 10:29 pm

Insta-download!

Actually, I've been using the file you posted on here some time ago, but never got around to "testing" it properly. From what I did hear though, the changes were quite excellent. :nod: Has anything changed in this more official release?
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Floor Punch
 
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Post » Sat Feb 19, 2011 3:33 am

Yes, the ranges have been tweaked quite a bit. The test esp had the range for the pistols a bit too high IMO. I think this one is more realistic and consistent.

EDIT: How has no-one thought of this yet?!

Maybe the idea of having to alter the settings for all different weapon sounds individually scared them off? :P

It's actually not that bad, there were less than 30 of them.

I especially like the increase for hunting rifles and snipers, from 5000 'game units' to 8000. I just noticed it again. If you're in shooting range for the NPC and he shoots at you with a hunting rifle or sniper from a distance, you can always hear it. No more wondering where a bullet came from.

Edit: Looks like this can be merged into the bashed patch completely, so this mod doesn't even have to take up an esp slot. :D
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Maria Garcia
 
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Post » Sat Feb 19, 2011 7:02 am

You keep rolling these out don't you? This is what, the 2nd mod from you this week?
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vanuza
 
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Post » Sat Feb 19, 2011 8:24 am

You keep rolling these out don't you? This is what, the 2nd mod from you this week?

August 19th: NPC Response Expansion release
August 20th: Kragenir's Death Quest V2.02 update
August 21st: Gunfire Sound Range Increased release

I'm on a roll indeed. :D

Nothing else planned for the the next few days though. :P
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Cathrine Jack
 
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Post » Fri Feb 18, 2011 10:48 pm

And you've updated death quest?! My good sir, I need to check this out. Really need to change that title if the description is true...200 quests? Well I think I need to set aside a day for Oblivion. Mmmm....Morrowind like quests...Me like.

EDIT: Why haven't you done this for Fallout yet?!
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sas
 
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Post » Sat Feb 19, 2011 11:02 am

Edit: Looks like this can be merged into the bashed patch completely, so this mod doesn't even have to take up an esp slot. :D

That's the thing that did it. Getting it now!:)
Wonderful Idea which will add to the immersion I presume.
Thanks!
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saxon
 
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Post » Sat Feb 19, 2011 2:56 am

And you've updated death quest?! My good sir, I need to check this out. Really need to change that title if the description is true...200 quests? Well I think I need to set aside a day for Oblivion. Mmmm....Morrowind like quests...Me like.

200? :o

No, 100, and that's already a pretty generous way to count it.

EDIT: Why haven't you done this for Fallout yet?!

FO3 doesn't have the issues we meant to adress in KDQ. FO3 doesn't have tons of generic NPCs with no personality, or a world filled with bland dungeons with nothing of interest inside. And with New Vegas around the corner...

I do have a quest idea in mind for New Vegas, if I like the game enough. :)



Edit: I just uploaded another tiny update for Kragenir's Death Quest. Guess I wasn't quite done with rolling yet. :P
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M!KkI
 
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Post » Sat Feb 19, 2011 7:17 am

Version 1.01 is up!

Nothing big, I increased the distance of plasma weapons somewhat and a few other small things.

Remember, if you use Wrye Bash (or Garybash, whatever you want to call it) you can merge the entire mod into the Bashed Patch, saving you an esp slot. :)
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Bad News Rogers
 
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Post » Fri Feb 18, 2011 10:36 pm

How did I miss this? Very cool - especially since it works with sound replacers.
thanks
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Tyrel
 
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Post » Sat Feb 19, 2011 9:40 am

I haven't received much feedback on this, so I assume everyone is satisfied with the current settings? :D
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Lyndsey Bird
 
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Post » Fri Feb 18, 2011 10:18 pm

I'ts a great idea and a good mod. I'm debating using it though because I'm using mods that add lots of new weapons like FWE, so it would be wierd hearing some guns but not all guns. If someone WERE to create a patch (you or someone else), I would recommend patches for popular mods like FWE, FOOK 2 and 19th and 20th century weapons. I haven't played the DLC yet so I don't know what weapons are added by the DLC (I do have the GOTY version of Fallout 3, just haven't gotten around to that). Perhaps, sometime in the future Fallout Script Extender could have some sort of script that would make it possible to do this without editing each gun individually?
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stacy hamilton
 
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Post » Fri Feb 18, 2011 9:19 pm

I don't know where povuholo took the numbers from for each weapon but doing it with a fose-script would probably give all weapons the same sound range.
And that's not what he did, all weapons have different sound ranges.

Though, by looking at the mod in FO3Edit, it wouldn't be hard to change the values of weapons from other mods - everyone with a little experience with FO3Edit could do it themself.
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D LOpez
 
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Post » Fri Feb 18, 2011 9:52 pm

Yes it's incredibly easy to change the values in the GECK or with FO3Edit (It's just one value for each weapon sound), especially if you use the increased ranges I've used as an example for good distances.

I haven't looked at the DLC yet, but I don't think they add many weapons with custom sounds. I'm planning on playing through them in the next few weeks so I'll find out then.

I don't use FWE so I don't know how many custom firing sounds it adds.
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JAY
 
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Post » Fri Feb 18, 2011 11:26 pm

Yes it's incredibly easy to change the values in the GECK or with FO3Edit (It's just one value for each weapon sound), especially if you use the increased ranges I've used as an example for good distances.

I haven't looked at the DLC yet, but I don't think they add many weapons with custom sounds. I'm planning on playing through them in the next few weeks so I'll find out then.

I don't use FWE so I don't know how many custom firing sounds it adds.


Quality, Been looking for something like this for donkys, Lovely job
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Maddy Paul
 
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Post » Sat Feb 19, 2011 9:49 am

INSTADL...
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Danel
 
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Post » Sat Feb 19, 2011 11:50 am

For anyone who is interested:

Looked at the file in FO3Edit. I have FWE+MMM+WMK+Ironsights and several custom weapon sound replacements installed and working together already.

0 conflicts.

That's right

Zero.

The gun battle across the Potomac now sounds like a gunbattle and not a ricochet battle ;)

I am wondering tho, if it would be possible to increase the range of hearing BEYOND the distance in which the gun can be fired, so once can hear slight sounds of distant gun battles. It wouldn't matter much in vanilla, but in mods which edit factions or add new wildlife and wanderers, the effect might be quite interesting. It would be quite awesome to walk around the wastes and hear the distance pvssyring of gunfire as distant enemies you didn't even know were there slaughter each other. It would quite add to the atmosphere, I think.

P.S. Thanks for discovering how to do this tweak. That gun battle always pulled me right out of suspension of disbelief. The Muties were using huuuuge weapons, and are less than 500 meters away, yet I can't hear a thing? PFAH. The only thing that would make this better if there were a way to make the sound delay from the visual it gives, to simulate the speed of sound vs speed of light. It might not "look" right, but it would be realistic. Probably not possible without heavy scripting tho, and therefore not worth it.

P.P.S. Looking at the mod closer, I noticed the attenuation curve has a 0 value at point #4. I assume this is extreme range and beyond? Could it be as simple as changing that to a "5" so that any weapons fire in the distance is audible at 1/20th the volume? Would it be so simple? I'm going to test this and report back. Not like anyone reads this forum anymore, tho.
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Kelly Tomlinson
 
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Post » Fri Feb 18, 2011 8:38 pm

Not like anyone reads this forum anymore, tho.

I still do. :)


It's been a while since I made this mod so I'm not sure what I did exactly anymore, but I can have a look if anything can be improved. I intend to start another FO3 playthrough soon.


New Vegas has this nice (but kinda broken) distant gunfire feature, which means a special echoey version of gunfire is used when a gun is fired from a long distance. I wonder if this is a new feature in the NV GECK, or if it was never utilized in FO3..


P.P.S. Looking at the mod closer, I noticed the attenuation curve has a 0 value at point #4. I assume this is extreme range and beyond? Could it be as simple as changing that to a "5" so that any weapons fire in the distance is audible at 1/20th the volume? Would it be so simple? I'm going to test this and report back. Not like anyone reads this forum anymore, tho.


At point 5 you mean? Maybe yeah, if that one is really used for ranges beyond the attenuation distance that is set, and not just the edge.


If you've got a save file with gunfire going on in the distance I'd love to have it for testing, I just installed Windows 7 and have no savegames yet.
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Lucky Girl
 
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Post » Fri Feb 18, 2011 9:01 pm

Well I tried it and, unfortunately, it IS the volume at the edge. Changing the last point in the curve to 5 only made sounds cut off abruptly at their edge. It made them go a bit farther, but overall I don't think it was worth it.
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Aman Bhattal
 
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Post » Sat Feb 19, 2011 4:09 am

Nice idea, but I use those big gun mods like Excalibr and Apocalypse so this Mod isn`t going to work for me. No biggie, I know it`s a lot of work anyway.
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April
 
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Post » Sat Feb 19, 2011 12:49 am

I like this mod VERY MUCH.
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Paula Ramos
 
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