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S6S

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Sweet6Shooter

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About this mod

This is a framework that allows for automatic switching between interior and exterior firing sounds for weapons.

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Overview:
This is a framework that allows for automatic switching between interior and exterior firing sounds for weapons.



Features:
When you go from an interior to an exterior, or vice versa, the sounds for any weapon set up for this framework will automatically be switched to the appropriate sound set.
You can internally patch for this mod, without actually requiring it.

Usage:
To work with this mod, your weapon's Editor ID and sound Editor IDs must be structured very specifically:
SND + WeaponID + 3d/3dDist/2d + Int/Ext (+ Mod)

An example of a complete sound set:
SNDWeap10mmPistol3dInt
SNDWeap10mmPistol3dDistInt
SNDWeap10mmPistol2dInt
SNDWeap10mmPistol3dExt
SNDWeap10mmPistol3dDistExt
SNDWeap10mmPistol2dExt
SNDWeap10mmPistol3dIntMod
SNDWeap10mmPistol2dIntMod
SNDWeap10mmPistol3dExtMod
SNDWeap10mmPistol2dExtMod

There must be a weapon ID specific set of sound/sound set for each weapon that this system applies to.
If you have two weapons, with full sound sets, that you want to have use the same Int/Ext set, you still have to have twenty total sound entries.
The system will perform it's sound switch on whatever sounds it finds that are valid. For example, if you only have an Int/Ext 2d sound for a weapon, it will only attempt to change that single sound.

The system does not care whether interior or exterior sounds are the default in the esp.

To add your weapon to the system's formlist, you have three options:
Basic:
Open your mod in the GECK with this framework loaded as a master. Open your startup script and add this line to your formlist additions:
ListAddForm FLSTIntExtWeapons MyWeaponID
This will make your mod require the use of this framework and that it's esp is loaded.
(This assumes that you're using JIP GetGameRestarted formatting in your startup script. If you're still using AddItemToFormlist in this, the year of our lord, 2022, I assume you're doing so intentionally, and that you're aware of the explicitly superior options you're not using. You should know what command to use instead.)

Advanced:
Open your mod in the GECK without this framework loaded as a master. Open your startup script and add these lines to your formlist additions:
ref rFLSTIntExtWeapons = EditorIDToFormID "FLSTIntExtWeapons"
ListAddForm rFLSTIntExtWeapons MyWeaponID
This will make your mod internally patch itself for this framework, without actually requiring this esp. As long as your default sounds in your esp are palatable, people will be able to use your mod on it's own with full functionality, and those who use this framework will automatically see/hear this mod's functionality.

Pro:
Advanced, but you put it in a scriptrunner instead.
Since this mod requires very explicitly named Editor IDs, there will be no existing mods that work with this system unless they specifically plan for this functionality. As such, I will not be providing you with a scriptrunner template. If you're attempting this method, I expect that you already know how to make an integration script, and how to set up a small scriptrunner.

Debug testing:
If you're a mod author and trying to set up these sounds and some of the sounds aren't working, put IntExtDebug = 1 into the console to begin seeing the debug prints on interior/exterior transition. Put IntExtDebug = 0 into the console to stop the prints again.

Don't overwrite the formlist in your mod. Add to it by script instead, rather than forcing people to have patches or personally patch for your mod.

In addition, it sounds like Hitman+Stewie are working on a system level framework for this kind of thing. Assuming it also allows you to specify your explicit choice of which sounds to use on which weapon in which situation, I strongly recommend that upon that project's release, any mod authors using this framework convert to that method; it'll be engine level, probably higher quality, and I won't have to maintain this file anymore.


Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
Regular installation.

Compatibility:
Compatible with anything intentionally set up to use this system. Scripted weapon sound changing mods may conflict, but will likely be overridden and standard functionality restored within entrance/exit of a door or two.

Limitations:
You must abide the detailed Editor ID name structure, or this mod won't work.

Questions:
I don't like that EID format, can you do a different one?
No.

Credits:
ItsMeJesusHChrist supplied the modder's resources used for this page's images.

Permissions:
Do whatever.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.
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