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Change/mute a sound effect


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8 réponses à ce sujet

#1
Arkalezth

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Specifically, the electrical weapon sound effect. It's a loud and strident sound that I don't mind that much on spells, but I find it a real pain in the ass if I am (or someone else near me is) using a weapon with an electrical enchantment.

I'd like to know if there's a way to use a different sound effect or just mute it, without affecting other sounds. If it can be done just for weapons, cool, but if the fix affects everything else electrical (spells, etc.), so be it.

#2
kamal_

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The sound is most likely part of the fx used, since sounds can be part of fx. You would need to track down the fx used and edit Iin the vfx editor to change/remove the sound. Spells and such may use different fx, so a change to the fx used on weapons may or may not affect othere electrical things.

#3
4760

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The quick and easy way to do it is probably to rename the sound file (or replace it with another one with the same name), but then all weapons, spells, etc... using the electrical sound effect thus modified will be changed too.

 

The other option is to keep it as it is for the spells, create a different one (but based on the latter) with another sound file for the weapons, and change ALL weapons blueprints using the electrical sound effect in question.



#4
kevL

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the file that controls that appears to be sp_lightning_hit.sef, Ark.

look in <install>Neverwinter Nights 2\Data\NWN2_VFX.zip
subfolder: \FX_Generic\Lightning

Copy the .Sef to override ( check for duplicates )

- open it with a text editor and near the bottom find
<Event5>

- within that scope, find
<DefinitionFile>sfx_hit_electricity.wav</DefinitionFile>

That .Wav file is the one to change. If you want to mute the soundFX, change the reference there to

sfx_hit_electricityMUTE.wav


(that's how i checked the .Sef and electrical hits were silent)


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#5
Arkalezth

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The quick and easy way to do it is probably to rename the sound file (or replace it with another one with the same name)

This is what I was going to try at first, but I had no idea of what file was the correct one or where I could find it.

I went with kevL's method, BUT putting a copy of the .sef file in the override didn't work - I had to modify the one in the data folder (I made a backup first). So if anyone else tries this, keep that in mind.

Thanks!

#6
Arkalezth

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Well, after more testing... I have a crossbow with an electrical enchantment on a PW that still makes that noise, even though I've tested melee weapons and lightning ammo (with the enchantment on the ammo itself, not the weapon) on another PW and a module and those are muted there.

I'll have to see if I can test other electrical weapons on that particular PW, but I wonder if the issue is related to the weapon or to the PW.

#7
4760

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Maybe the crossbow is in a hak with the .sef file (or uses a different effect but which plays the same sound)? That would explain why the .sef file you modified would not have any effect.



#8
Arkalezth

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No idea, but if that's the case, I guess I won't be able to modify it. I'll keep an eye out for other electrical weapons on that server and see if I get the same issue.

In the meantime, if anyone can think of a different explanation or a way for me to fix it as a player, feel free to post.

#9
kevL

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testing here ( single player, no haks, .Sef in Override ) shows that ranged hits, x-bow BOLTS at least, uses the same .Sef

So yeh, it could be something about x-bows ( or Bolts ) on that server ...