Fallout 4

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Soldner42 Mar 3, 2022 @ 7:38am
NPCs dont use custom Weapon Sounds?
I Installed Weapon Mods and love Travelling with NPCs.
So much so that i use the Unlimited Companion Framework, give all of them Modded Weapons and watch them Fight while i command them.

Did this already in previous Playtroughs years ago.
But now i noticed, modded Weapons have their own Sounds when i use them, but when my Companions use them, the Shooting SFX are all the same, its all just the the Automatic Pipe Rifle shooting SFX.
But im very certain that many Weapon Mods had their own SFX for NPCs.

Did i ♥♥♥♥ something up with Mods, or do i remember things wrong?
Last edited by Soldner42; Mar 5, 2022 @ 7:14pm
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Showing 1-12 of 12 comments
Soldner42 Mar 5, 2022 @ 7:19pm 
Nobody got an Idea?
Shadowrun Mar 5, 2022 @ 9:19pm 
no idea really. the mods probably ♥♥♥♥♥♥ something up. the only way to be sure is to load an older save, see if it's always been that way, and try disabling a mod at a time to see if it stops doing it that way.

but it sounds wonky for sure. the guns shouldn't all make the same sound. they all have different sounds. the 10mm sounds different from a pipe pistol, for example.
Soldner42 Mar 6, 2022 @ 9:12am 
Originally posted by Shadowrun:
no idea really. the mods probably ♥♥♥♥♥♥ something up. the only way to be sure is to load an older save, see if it's always been that way, and try disabling a mod at a time to see if it stops doing it that way.

but it sounds wonky for sure. the guns shouldn't all make the same sound. they all have different sounds. the 10mm sounds different from a pipe pistol, for example.
The Vanilla Weapons ingame do make different Sounds. Its just that every and i mean every Gun Mod i installed uses the Auto Pipe Sound when NPCs use them.. or they dont use Sounds at all. And im very certain that they had in my last Playtrough like 2 Years ago own Sounds with them, but im not 100% sure. Also i have no Idea which Mod could cause this as i mostly downloaded the same Mods from 2 Years ago. And i have no Sound Mods installed. I mean.. which Mod could or would alter the Sounds of Modded Guns?
Last edited by Soldner42; Mar 6, 2022 @ 9:13am
Shadowrun Mar 6, 2022 @ 11:40am 
any mod that alters the guns would do it. can i see your mod list?

locate your mod list:
C:\Users\%username%\AppData\Local\Fallout4\Plugins.txt

just copy and paste that file to me here.
Soldner42 Mar 6, 2022 @ 2:56pm 
Originally posted by Shadowrun:
any mod that alters the guns would do it. can i see your mod list?

locate your mod list:
C:\Users\%username%\AppData\Local\Fallout4\Plugins.txt

just copy and paste that file to me here.

# Automatically generated by Vortex
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*NPCAccuracyAdjustments.esl
*CROSS_CosmeticFramework.esm
*NoraSpouse.esm
*NPCScaling.esm
*Companion Infinite Ammo and Unbreakable Power Armour.esm
*Gunners Overhaul 1.1.esm
*MutantMenagerie.esm
*MutantMenagerie_FarHarbor.esm
*TacticalReload.esm
*FlirtyCommonwealth.esp
*Toz194.esp
*APC9.esp
*APC9_LeveledListPatch.esp
*RemingtonM11.esp
*HsProduktVhs2.esp
*ImiGalil.esp
*ImiGalilLvlListPatch.esp
*G43.esp
*dD-Realistic Ragdoll Force.esp
*CBBE.esp
*WeightlessAid.esp
*WeightlessJunk.esp
*WeightlessSpecialAmmo.esp
weightless junk.esp
*ShellRain.esp
*Unique NPCs - Creatures and Monsters.esp
*Armorsmith Extended.esp
*155mm Howitzer M1.esp
Arbitration - Recommended Core.esp
*StG44BFV.esp
*BetterSettlersNoLollygagging.esp
*BlasTech E-11.esp
*Burst Impact Blast FX.esp
*CROSS_CoA.esp
*CROSS_CryoLance.esp
*CROSS_GoreCrits.esp
*CROSS_GoreCrits_FarHarborPatch.esp
*nvvault1080.esp
*CROSS_PlasRail.esp
*CROSS_Uni_BosUniform.esp
*CROSS_Uni_Headset.esp
*Combat_Helmet_Illumination 1.2.esp
*CW Stormtrooper.esp
*D.E.C.A.Y.esp
*DC-15A.esp
*Dynamic Weapon Shadows.esp
*dD-Enhanced Blood Basic.esp
*EferasShoulderBag.esp
*EnclaveX02.esp
*Factor.esp
*FAR.esp
*Scopes.esp
*Fatigues Extended.esp
*Fatigues Extended - Gunner LL Patch.esp
*Raider Children.esp
*The Train.esp
*AA FusionCityRising.esp
*FG-42.esp
*Glock19x.esp
*Glowing Animals Emit Light.esp
*HeavyAmbientOcclusion.esp
*AA FusionCityRising - HotC.esp
*America Rising - A Tale of the Enclave.esp
*Eli_Armour_Compendium.esp
*More Smarter Companions Mod.esp
*Reverb and Ambiance Overhaul.esp
*NEST_BUNKER_PROJECT.esp
*QuazVehicleOverhaul.esp
*Doll.esp
*LevelersBunker.esp
*NPC Backpack.esp
*Vivid Waters.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
*MilitarizedMinutemen.esp
*CombinedArmsNV.esp
*Fallout 4 AI Overhaul.esp
*MODGirlyAnimation.esp
*STG60.esp
*SA80.esp
*AKM_AKMS.esp
*PD_VisualReload.esp
*PD_VReload_AKM.esp
AKM_AKMS_NWPatch.esp
*CombinedArmsEXPack.esp
*Ak5C.esp
*BetterSettlers.esp
*BetterSettlersMortalSoldiersPack.esp
BetterCompanions.esp
*Fallschirmjagergewehr.esp
*Krebs.esp
*LongRangeBulletHoles.esp
*1918bar.esp
*CorvalhoWidowShotgun.esp
*CROSS_MojaveManhunter.esp
*MODFullBodySuit.esp
*F4NVServiceRifleRedux.esp
*MK18.esp
*AER15.esp
*Archimedes-II.esp
*CROSS_BrotherhoodRecon.esp
*ClassicSniper.esp
*M1Garand.esp
*Miami Misadventures EP1.esp
*M1911-WARSStandaloneWeapon.esp
*Escape from Boston - M200 Intervention.esp
*P90.esp
*P90NPC.esp
*FO4 NPCs Travel.esp
*M1Garand - AWKCR-VW.esp
*M2Agency.esp
*MG42.esp
*More Where That Came From Diamond City.esp
*companion_Cait_HFSM.esp
*Zenit.esp
*Marine Armor Helmet Light.esp
*Mosin.esp
*NoRandomGunShellEjectDirection.esp
*OTs33Pernach.esp
*OWR_CraftableDecor.esp
*OWR_CraftableDecor_CW.esp
*AzarPonytailHairstyles.esp
*BetterSettlersCCAPack2.0.esp
*pulsecarbine.esp
*ReconPack.esp
*SKKAutoUnlock.esp
*SKKCombatStalkers.esp
*SKKFeralNights.esp
*SKKRESystemManager.esp
*SKKSettlementAttackSystem.esp
*02_M520.esp
*AK74M.esp
*RU556.esp
*llamaCompanionHeather.esp
*Weapons of Fate.esp
*G3A3.esp
*SigMCX.esp
*FCOM.esp
*FCOM-MM.esp
*BullpupBozar.esp
*9x39Project.esp
*DP_CaravanShotgun.esp
*HuntingShotgun.esp
*RepublicArmoury.esp
*CompVex.esp
*AK400.esp
*AQUILA.esp
*BOUNTIESFORYOU.esp
*CROSS_BreakActionLaser.esp
*FnScar.esp
*MP7.esp
*Leyla the Companion.esp
*Sydney the Companion.esp
*CompVictoria.esp
*HKUSP9mm.esp
*HKUSP9mmLvlList.esp
*AUG-A1.esp
*Elysium.esp
*G36Complex.esp
*GIAT_FAMAS.esp
*GreaseGunSMG.esp
*HK_MP5.esp
*HK_UMP.esp
*InstituteTurboplasmaRifle.esp
*OWR.esp
*RAO - OWR patch.esp
*SKKGlobalStashScrapping.esp
*SalvageBeacons.esp
*M1A.esp
*SynthTroopers.esp
*OWR_SFM.esp
*WestTekTacticalOptics.esp
*TAC.esp
*TNR Shoulder Lamp.esp
*TNR Shoulder Lamp - Settings.esp
*octi_taticaloutfit.esp
*TeddyBearBackPack.esp
*StG44.esp
*ThompsonSMGReplacer.esp
*Unique NPCs - Creatures and Monsters - NonLore.esp
*EFF.esp
*PD_VReload_AK74M.esp
*PD_VReload_M1Garand.esp
*PD_VReload_P90.esp
*PD_VReload_SVT-40.esp
*PD_VReload_AK5C.esp
*PD_VReload_DPAssaultCarbine.esp
*PD_VReload_CROSS_BreakActionLaser.esp
*PD_VReload_DP_CaravanShotgun.esp
*PD_VReload_ColtM1911.esp
*PD_VReload_ClassicSniper.esp
*PD_VReload_G36Complex.esp
*PD_VReload_GreaseGun.esp
*PD_VReload_USP45.esp
*PD_VReload_Krebs.esp
*PD_VReload_DOOM_LK05.esp
*PD_VReload_AN94.esp
*PD_VReload_Mosin.esp
*PD_VReload_ReconPack.esp
*PD_VReload_SA80.esp
*PD_VReload_SCAR.esp
*PD_VReload_STG60.esp
*PD_VReload_StG44.esp
*PD_VReload_AUG-A1.esp
*PD_VReload_WattzLaserGun.esp
*Vivid Fallout - All in One - Best Choice.esp
*Vivid Weathers - FO4.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - Natural Bright.esp
*Vivid Weathers - Nuka World.esp
*AnS Wearable Backpacks and Pouches.esp
*AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
*AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
*WAYN_CompanionTracking.esp
*Wintermute.esp
*M60.esp
*MP5.esp
*AnotherLife.esp
Iron Knights (Banned) Mar 6, 2022 @ 7:32pm 
It's the Mods, it's the Mods, It's the Mods. If you can't figure out which one is screwing up, neither can I. Vanilla sounds fine with NPCs.
Shadowrun Mar 6, 2022 @ 10:22pm 
i would disable the mods. 1 at a time. see if it fixes the problem, if not, re-enable it, disable the next one. do a save right before the test where the NPC's will be firing so when you test you don't have to run all over looking for a fight.

don't save your game while doing the test (with a mod disabled). it could bork your play-through. so just do the tests and when you're done testing then you can continue on the save games (updating them).

you don't have to do it all at once. do half your list one night and the last half another night. but doing this long process is how you're almost certain to be able to find which mod is causing the problem.

because like iron knights said, it's the mods.

if you happen to find the offending mod, don't remove it, instead, try playing with the load order of it. if it's high up on the list, try moving it down. if it's low already then try moving it up. if it's in the middle then you need to try both directions. often times what you're dealing with can be fixed by simply putting the mods in the right order.

it's hard to go through your whole list. i'm looking at over 200 mods here. :D

do you use a mod manager like vortex or mod organizer 2? do you use a load order tool like LOOT?
Last edited by Shadowrun; Mar 6, 2022 @ 10:26pm
Soldner42 Mar 7, 2022 @ 7:32am 
Originally posted by Shadowrun:
i would disable the mods. 1 at a time. see if it fixes the problem, if not, re-enable it, disable the next one. do a save right before the test where the NPC's will be firing so when you test you don't have to run all over looking for a fight.

don't save your game while doing the test (with a mod disabled). it could bork your play-through. so just do the tests and when you're done testing then you can continue on the save games (updating them).

you don't have to do it all at once. do half your list one night and the last half another night. but doing this long process is how you're almost certain to be able to find which mod is causing the problem.

because like iron knights said, it's the mods.

if you happen to find the offending mod, don't remove it, instead, try playing with the load order of it. if it's high up on the list, try moving it down. if it's low already then try moving it up. if it's in the middle then you need to try both directions. often times what you're dealing with can be fixed by simply putting the mods in the right order.

it's hard to go through your whole list. i'm looking at over 200 mods here. :D

do you use a mod manager like vortex or mod organizer 2? do you use a load order tool like LOOT?
Thanks for the advice.
Yeah. well.. a lot of Mods indeed. :D
But mostly Custom Weapon Mods. Which is why it borks me that they seem to not Work Properly. :/
Right now im using only Vortex as a Mod Manager. But LOOT should be somewhere on my Drive.
Last edited by Soldner42; Mar 7, 2022 @ 7:34am
Shadowrun Mar 7, 2022 @ 12:35pm 
the fact that there are so many custom weapon mods is exactly why problems like this arise :P

also, it's good that you're using a mod manager i guess. it should make it easier to do the test. disabling and re-enabling it pretty simple in vortex. vortex can help you manage the load order too but it's a bear to do. you'll have to read the documentation about it.
Last edited by Shadowrun; Mar 7, 2022 @ 12:36pm
Soldner42 Mar 8, 2022 @ 12:16am 
Originally posted by Shadowrun:
the fact that there are so many custom weapon mods is exactly why problems like this arise :P

also, it's good that you're using a mod manager i guess. it should make it easier to do the test. disabling and re-enabling it pretty simple in vortex. vortex can help you manage the load order too but it's a bear to do. you'll have to read the documentation about it.

Ok.. soo.. i just disabled every Mod aside of F4SE (obviously) and the Weapons Mod "Krebs AK", i also reinstalled this specific mod, just in case something didnt install very well. First and Third Person view Sounds work, just like before, and everything else also works. But NPCs (Companions in my Test) continue to use either Pipe SMG sounds or no Sounds at all.

Is there maybe something out could have damaged by installing a mod? Something like a List that directs something to Sound Files? Because i have no Idea if i disabled everything aside the Mod and its still not working if i didnt damaged my Fallout 4 Core Game Datas. Also.. i dont even know if and which Weapons do have Custom Sounds.. could also be that some really use F4s Vanilla Sounds. :(
But it cant be that every Gun uses Vanilla Sounds. I know very well that like 2020 i had like 7-8 Companions and i gave them each a different Weapon just so i could differentiate whos shooting and also dont have to hear the same sounds over and over again. Cant be that now the same Guns all use Vanilla Sounds for whatever reason. :(
Shadowrun Mar 8, 2022 @ 9:44am 
i mean, you could try doing a file validation through steam but if your guns sound fine except on NPC's then the sounds probably aren't corrupt
Soldner42 Mar 9, 2022 @ 1:10pm 
Ok, so i tried a file validation, which didnt do anything. Then i downloaded some more Weapon Mods from different Sources and tried some Vanilla Weapons. And its very Strange.
I found out that the Mod "ServiceRifle" on Vortex as well as one of the Thousand "STG44 Rifles" on Vortex seem to work as intended, meanwhile the Vanilla Assault Rifle of Fallout4 also uses just Pipe SMG fx when NPCs use it.
I have absolutely no Idea whats causing this mess. Im right now making a Backup of my FO4 files and trying to reinstall FO4 and all my Mods completely and maybe.. just maybe.. this fixes it.
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Date Posted: Mar 3, 2022 @ 7:38am
Posts: 12