Bugsbugme Posted June 26, 2015 Share Posted June 26, 2015 (edited) I noticed that this mod that is included with Robco Certified seems to disable the equpip/unequip sounds for armor. I didn't know the cause at first until I went through the mods and found it was Robco Certified. So I opened the included plugins in xEdit and found: I don't really know what those setting mean but I'm guessing they make the sounds quieter/silent? I don't understand it's need to do this. Is it necessary? Can I just copy the vanilla settings back over? Edited June 26, 2015 by Bugsbugme Link to comment Share on other sites More sharing options...
GrantSP Posted June 26, 2015 Share Posted June 26, 2015 I noticed that this mod that is included with Robco Certified seems to disable the equpip/unequip sounds for armor. I didn't know the cause at first until I went through the mods and found it was Robco Certified. So I opened the included plugins in xEdit and found: I don't really know what those setting mean but I'm guessing they make the sounds quieter/silent? I don't understand it's need to do this. Is it necessary? Can I just copy the vanilla settings back over?You should have no issues by reverting those changes as far as I can see. I would imagine the changes are purely a design choice in RobCo Certified to make equiping clothing quieter, as you surmised. You could make a changed version of that plugin, rather than editing the original, or perhaps the best bet would be to make those changes in your bashed patch. Link to comment Share on other sites More sharing options...
Kelmych Posted June 26, 2015 Share Posted June 26, 2015 You could make a manual patch to take care of all the 3 objects that have changed audio values. This should be a fairly straightforward patch with FO3Edit. Link to comment Share on other sites More sharing options...
Bugsbugme Posted June 26, 2015 Author Share Posted June 26, 2015 I made a quick patch in fo3 edit by just copying those two records as overrides into a new plugin and reverting them to vanilla. The patch is mergable in Wrye Bash too so it doesn't add to the load order. I can upload it if anyone wants it. It works just fine, the sounds are back. Link to comment Share on other sites More sharing options...
Kelmych Posted June 26, 2015 Share Posted June 26, 2015 Great. I'm glad it worked out well for you. Once STEP determines how to accommodate small user mods like this it might be possible to have a host where it can be provided to other users. Link to comment Share on other sites More sharing options...
Bugsbugme Posted June 27, 2015 Author Share Posted June 27, 2015 Ok :) Thanks for the guide too btw. I have had FO3 far ages but never actually played it properly, it just kept crashing. But I think now with enbboost and being able to clean the plugins, it's working just fine and with mods too. Link to comment Share on other sites More sharing options...
Kelmych Posted June 27, 2015 Share Posted June 27, 2015 When I played FO3 years ago it crashed a lot. The game I started that uses the guide has been much more stable than than previous games. It's by no means trouble free, but it's better. Link to comment Share on other sites More sharing options...
13thGeneral Posted July 6, 2015 Share Posted July 6, 2015 (edited) Great. I'm glad it worked out well for you. Once STEP determines how to accommodate small user mods like this it might be possible to have a host where it can be provided to other users.I like this idea. A lot. Edited July 6, 2015 by 13thGeneral Link to comment Share on other sites More sharing options...
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