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Risewild
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Weapon Reload Sound missing

Alexcroww wrote:

 

Hi, I noticed that there is no reload sound for the Chinese pistol and .22 pistol with TTW v 2.9.4. It works flawless with 2.9.3.

I tried it with Vanilla game and TTW without any optional plugins. 

Does anybody have the same bug? 

Thanks.

Category: 

Bug report

Component: 

Sounds and Music

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.9

Reporter: 

Risewild

Created: 

Thu, 07/23/2015 - 17:07

Updated: 

Tue, 11/08/2016 - 21:03
Edited by: RoyBatty on 11/08/2016 - 21:03
Risewild
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Status: Unverified » Verified
Pau
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Rise,

Rise,

I am noticing the railway rifle is missing the reload sound for me as well.  Not sure if anyone else is experiencing this as well.

Pokepunch
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I'm was getting this too,

I'm was getting this too, until I got the files from here.

th1nk
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This also occurs with the

This also occurs with the 2hrreloadH weapons - the Alien Disintegrator, basically. The NV versions of the relevant .kf files don't seem to specify the sounds. Using the Zeta versions instead would work, unless there's other differences between them.

e: Oooh, Geck Powerup doesn't like that. Doesn't seem to cause any problems, just a couple more pointless error boxes to close each time.

gh0stwizard
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The .22 pistol uses "meshes

The .22 pistol uses "meshes\characters\_1stperson\1hpreloadk.kf" animation file. As I have figured out there are 3 of them:
* Fallout - Meshes.bsa (20k)
* LonesomeRoad - Main.bsa (38k)
* TaleOfTwoWastelands.bsa (20k for TTW v2.9.4b)

So, I have extracted the file from Lonesome Road and replaced it manually. Now I hear reload sound for .22 pistol. I don't know if such change affecting other weapons. I've included a patch. Probably better to exlcude this file from TaleOfTwoWastelands.bsa and if needed change an animation for specific weapon to something else (if a problem will occur).

File Attachments: 

gh0stwizard
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As for Chinese Pistol, it is

As for Chinese Pistol, it is uses different 1hpreloadc.kf where reload sound was splitted into 2 parts (open and insert) instead of one. Looks like there are just missing when update to 2.9.4 were occured. Files:
* fx\wpn\pistolmauser\reload\insert.wav
* fx\wpn\pistolmauser\reload\open.wav

RoyBatty
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It's not the kf that is

It's not the kf that is broken, the sounds got left out of the bsa when the github move was done. You need the sounds that CraigTBoone made for the weapons. They were split on purpose so they work with rapid reload.

gh0stwizard
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Thanks for info! I have found

Thanks for info! I have found his files (if someone interested):
* https://taleoftwowastelands.com/content/chinese-pistol-reload-fix
* https://taleoftwowastelands.com/content/fixing-combat-shotgun-reload-sounds
* https://taleoftwowastelands.com/content/dartgun-reload-fix
* https://taleoftwowastelands.com/content/22-pistol-reload-fix

As for Lonesome Road and ReloadK animation (.22 pistol issue). I've checked and it's using only by Flare Gun (TTWFixes only). And I have no idea why this animation was updated in the DLC. Like I said the file sizes are different. Weird.

Kameraden
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I hate to bring this back but

I hate to bring this back but the "Fixes" have a major flaw... universally.  They require pretty much all the DLC for Fallout NV just to function, so people who intentionally delete say the Mini DLC Packs because they HATE starting with almost cheating gear at the start of the game can not use these fixes without heavily modifying the fixes themselves.  They require the Caravan Pack, Tribal Pack, etc etc etc.  

It's quite irritating.  I had to chose between throwing a bunch of free gear into the river, or have no reload sound for these weapons. lol

The guy who made the fixes basically marked them all as master files even though the fixes likely use nothing from them.  

Royhr
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Have you tried redoing the

Have you tried editing the required masters removing the crap packs via FNVEdit to see if it corrects the issue?

Kameraden
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I've not tried that, as it's

I've not tried that, as it's technically easier to just throw the stuff in the River off the top of Rivet City's Bridge, after letting steam reinstall the DLC I originally deleted.   Plus my knowledge of FNVedit is limited.  

Risewild
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There is always the TTW

There is always the TTW optional called Stash Pack Options, which allows you to enable or disable any or all packs when they were supposed to activate automatically.

Not the best solution for it I know, but I think it would work until we properly fix it .

TJ
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Someone fix the damn things

Someone fix the damn things and post them here for everyone. You don't even need the crap packs, just open with TESSnip from FOMM and remove the masters, then open them in FNVEdit to make sure nothing broke. I'd do it but A) I've already done it at least twice and B) I don't have access to any of my game files.


EDIT: You may not even need the plugins at all. Like I said I've already done this at least twice, the changes are possibly in TTW.esm.


EDIT: I'm told that the records for the changes are intact in TTW.esm. All you need is the sounds. Were someone to make a pack that installs like a mod and post it here I would not be opposed.

Risewild
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I didn't know the records

I didn't know the records were still there or I would have already made the archive with just the sounds because even I can do that .

I tested it ingame and the only reload sounds missing for me were the .22 Pistol, Chinese Pistol, Railway Rifle and Dartgun so those are the ones in the file I post here ( the Combat Shotgun were already in TTW).

Here is the archive, inside there is a .fomod file (I put the fomod inside a zip file to avoid the site renaming the file if for some reason I need to upload another file with the same name in the future) that can be installed through a mod manager.

They work perfectly with the Rapid Reload perk too .

File Attachments: 

CraigTBoone
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I thought Jax and I fixed

I thought Jax and I fixed this years ago. Why is this cropping up again?