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Fallout 4 audio mods
Fallout 4 audio mods





Different room types and areas behave differently. Gunshots, exploding cars, and the like now behave much more realistically, and quieter sounds are somewhat tweaked as well on a case-by-case basis.ĥ. Increases (or in some cases decreases) the amount of reverb certain sounds produce. Glowing Sea caves, sewer pipes, and elevators now no longer sound identical.Ĥ. Adds newly created ambient types to areas that used generic settings. Additionally, "one-shot" ambient sounds like wind gusts and creaking wood will now trigger more frequently.ģ. This makes the sound design of the game (which I quite like) denser and more "alive" feeling.

fallout 4 audio mods

For example, outdoor ambient sounds are removed in the vanilla game when you enter small shacks or other small structures with "faked" reverb settings - this mod fixes that. Adds ambient sounds and reverb types to regions where they were absent, or fixes inappropriate or generic settings. Still, this allows you maximum flexibility.Ģ. There is no way to completely remove it, and it would sound weird as hell anyway.

fallout 4 audio mods fallout 4 audio mods

Thus, you may hear some things like voices to a degree even at 0%. "Reverb" simply controls the amount of reverberation - most noticeably gun trails, explosions, and things like reverb from Magnolia's singing - it does not turn off the actual reverb in the cell, just how certain things interact with it. "Ambiance" controls the volume of machinery hum, birds, water drips, insects, room tones, etc. To make the sliders sticky, they default to 100%, slightly louder than vanilla (which is around 80-90%). Adds two sliders in the Audio menu for Reverb and Ambiance.







Fallout 4 audio mods