Jump to content

Holy Frag Grenades


OmniOmega

Recommended Posts

Posted

Hello all, this is my first time posting a thread here so please pardon any mistakes I may have made. They (if any) were not intentional. Now, I'm trying to modify the sound of the holy frag grenades to make an hallelujah sound when they explode similar to how it's done in the worms games. I have the sound clip I want to use but I have no clue what to change in the G.E.C.K. I would greatly appreciate it if anyone could give me some advice on how to go about it or point me in the direction of a tutorial I may have missed.

Posted

(When working in the geck and seeing any errors, always click YES / YES to all. No/cancel will close the GECK.)

 

Short tutorial to help you get on your way.

 

1. Open the geck with only FalloutNV.esm selected. Do not set it or anything else 'active'.

2. Enter 'grenade' in the filter top left.

3. Since this is an explosion sound (not a firing sound), click special effects -> explosion in the tree.

 

You'll see now all the explosion effects for the different grenade types.

 

4. GrenadeFragHolyExplosion is right there. Double click it.

 

In that window that comes up, you'll see the names of the sounds used. FXExplosionNukeSmall2D and FXExplosionNukeSmall3D

 

5. Close the window.

6. Type fxexplosionnukesmall into the filter box top left.

7. Click audio -> sound in the tree.

 

There are the two files.

 

Now you get the bad news. According to the use data ( the 'users' column) 25 different things are using that sound, so if you do things the easy way by just overwriting that sound or changing it to point to a new wav, it will affect all 25 of those. You can right click each one and select 'use info' to get a list of what is using them.

 

The list is diverse.

 

So what you need to do from here is create two new sounds pointing to your files, then create two new explosions that use that sound (copy the other details from the existing ones), and finally go to the grenade projectile itself (special effects -> projectile) and change it's explosion type to the new one you made.

 

Hope that was clear enough.

  • 2 weeks later...

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...