Recently, I've gotten a strange original. When I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets. I later on noticed that my airshot consistency went in a chain (Black Box > Rocket Launcher > The Original. Observing it, I hypothesized that my airshot consistency was affected by the sounds of the rocket launcher, and if I use a higher-pitched and quicker sound (like that of the black box) my mind will be 'tricked' into thinking that the speed of the rockets are faster. I ended up googling up how to change the sound. My airshots did improve with the Original, and I think I might have been right.
Step 4: Search for the correct name of the weapon sound(s) in the tf2_sound_misc_dir folder you've extracted. Rename the WAV File to that.
(Note: In many cases, there are multiple sounds for one weapon. This may include critical sounds, explosion sounds, or even multiple sounds for different hits. If there are more sounds than what is given, then its okay to reuse your sounds, as it won't break anything. If there are multiple sounds for the same thing on one weapon but not another, just choose one firing sound to use.)
As you can see, I really haven't done too much with it yet. Hell, I didn't even try to make the AWPer Hand sound the Sniper Rifle sound. If you've found a sound change that you enjoyed, feel free to post it down below.
BO4 weapons are now releasing!
Released:
BO4 - ABR 223, Auger DMR, Cordite, Escargot, Essex Model 07, GKS, Hades, and Zweihnder
BO4 weapon common, make sure to have for these ^^
Thanks everyone!
i added in the wwii pack and everything work but the sounds any idea what i did wrong? i readded them in again to make sure i didnt do anything wrong and i added the inspect animations but none of the sounds are working. can anyone help me out with this?
I cannot even get the default skye_up_camo to work on ww2 guns... I am not sure if I should have entry 136 skye_up_camo in my weaponoptions.csv or if the latest ww2 version changed something but none of the ww2 guns have any camo when packed
Hey dude! I'm loving all the custom weapons so far. They're fantastic. The Black Ops 2 Olympia + the Black Ops 3 gold camo just looks magnificent, lol.
I'm having a small issue though. Everything but the sounds are working.
I'm pretty sure I know the cause of this, which is [just showing an example line here]:
ERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_olympia\fire\wpn_t6_olympia_shot.wavERROR: Object reference not set to an instance of an object."ERROR: Object referenced not set to an instance of an object."
So I know the issue, I just have absolutely no clue on how to fix it. I've been looking all over the internet for about a hour now, and I can't find any info on how to fix it.
I'm extremely new to the Black Ops 3 mod tools [just installed them about two days ago], so I'm sorry if the fix is obvious.
I'm going to also include the full mod tool export line, no clue if it'll help but...
D:\Steam\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /updategdtDB: updatingprocessed (0 GDTs) (0 assets) in 2.034 secgdtDB: successfully updated database.D:\Steam\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_firstforestLinking "zm_firstforest" (usermaps\zm_firstforest stable 3421953 v593):"D:\Steam\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_firstforest usermaps\zm_firstforest zone_source usermaps\zm_firstforest all zm_firstforestERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_olympia\fire\wpn_t6_olympia_shot.wavERROR: Object reference not set to an instance of an object.ERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_olympia\foley\wpn_t6_olympia_open.wavERROR: Object reference not set to an instance of an object.ERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_m14\foley\wpn_t6_m14_bolt_back.wavERROR: Object reference not set to an instance of an object.processing..."D:\Steam\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_firstforest usermaps\zm_firstforest zone_source usermaps\zm_firstforest all zm_firstforestERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_m14\foley\wpn_t6_m14_bolt_back.wavERROR: Object reference not set to an instance of an object.ERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_olympia\fire\wpn_t6_olympia_shot.wavERROR: Object reference not set to an instance of an object.ERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\skye_ports\t6_olympia\foley\wpn_t6_olympia_open.wavERROR: Object reference not set to an instance of an object.^1ERROR: Material mtl_origins_camo_alt was not found in gdtDBmaterial:mc/mtl_origins_camo_altweaponcamo:t6_camo_m14_tableweapon:t6_m14_upcsv:zone_source/zm_firstforest.zonedone: 0m13.40sLinking "en_zm_firstforest" (usermaps\zm_firstforest stable 3421953 v593):processing...done: 0m4.36s
Thanks, and have a good day.
can noone grasp that yes hes gonna do guns
you dont need to ask him everytime X game comes out are you gonna do guns from X game
yes he fucking is
also i wouldnt waste your time on even trying the bo4 mk2 - it is EXACTLY THE SAME as the bo3 mk2
only its VARIANTS are different, which are scripted
Hayah! I am new to modding in BO3, It's so nice of you to make these packs (I remember when i struggled to get 1 weapon to work in WaW). I am keen on keeping my map well balanced, and it would be nice if i had a possibility of changing the reserve ammo for some of the BO1 weapons. You know, I want to keep them viable. Is there an easy way to do it? Or none at all? Thanks in advance, have a glorious day :3
Hello, I am pretty knew to BO3 mod tools and was wondering what this error means and how to fix it (if you need more info I can tell you)
ERROR: d:\steam\steamapps\common\call of duty black ops iii\share\raw\sound\aliases\user_aliases.csv
ERROR: no files for filespec: skye_ports\t6_fiveseven\fire\wpn_t6_fiveseven_pap_shot.wav
I know that it has something to do with the sound alias files but this issue happened to all my custom guns and have no Idea what to do if you can help it will be appreciated, thanks.
I also have this issue and the gun will just not be in the game
3BG_LoadWeaponVariantDefFile: unable to locate asset in gdtdb for 't6_fiveseven_up'
weapon:t6_fiveseven_up
csv:zone_source/zm_the_street.zone
^1ERROR: Unable to load weapon 't6_fiveseven_up'
PLZ help
The "ADD TO ZM_LEVELCOMMON_WEAPONS.txt" file is missing some commas for a few of the snipers within the WW2 weapon pack. I downloaded it a while ago so not sure if you've updated that. Pretty trivial but I thought I'd point it out. Great work on the ports!
Why do you give only to your friends? Why lie in your post when what you say isn't true. You only give the MW 2019 ones to your friends. But don't worry, Im working on doing it for the people in this forum. And theyll actually have 100% working sounds unlike your WW2 ports.
HI, TheSkyeLord, i have a problem. I recently downloaded the mp 40 from the ww2 pack. I did every instructions but when i use it in game, no sound ( shooting, reloading ). I just wanted to ask if you know why, if not no problem ;). BTW, i love your content, keep up the great work ?
Hey Skye! Love your work! Just as a heads up, I downloaded the ww2 weapons pack and the prefabs for the m1 garand and the grease gun wallbuys do not have the chaulk outline textures or the gun models.
So, I downloaded the WW2 weapon pack and followed the text document instructions on how to include them all into my map. Ever since doing this whenever I go to launch my map, the game loads for a second and then the entire game just closes out back to steam. What is causing this?
Hi, I adore your work and have used your weapons for many of my maps, but friends playing it before its published always say some of the weapons don't have its head/body-trigger with a controller. Can I ask why just some of them? Ofc you maybe don't know or it may be a simple question like "some of them got the script and some not", but just asking. :)
I put the full WWII weapons pack into my map and I am noticing that some guns have no sound as well. Has anyone for sure solved this issue? And if so, how did you? I re-implemented the guns twice now and have followed all of the steps in the files given in the download and I am still having the same issue. I have re-complied my map at least 10 times too and that has now fixed the sounds either.
Don't know if this has already been done, but changed the script to disable all of the HUD when Inspecting Weapons if anyone needs it.
Just Replace "_inspectable_weapons.gsc" in "root\share\raw\scripts\lilrobot" with this: Download
Hey there, first off: THANK YOU. Very clutch, no doubt. Only issue I am having is that the entire scopes on the guns are using the default texture. That is, I cannot see through the scope... Issue is also prevalent on PaP'd weapons like the Honeybadger and RVN--as well as others. Any idea how I can fix this? Maybe forcing attachments on them via the zm_levelcommon_weapons.csv ?
This sound mod replaces all gunfire, handling and reload sounds and many other item sounds in Max Payne 2 (PC) with those from Counter-Strike: Global Offensive.Read the installation instructions provided within the download to learn how to use it.There's an alternate version for the Steyr SSG-69 (Sniper Rifle) gunfire within the files that has no bolt-action sounds. To learn how to use it, check the installation instructions.Contains gunfire audio, reload/handling audio, grenade audio, Molotov audio, weapon melee audio, inventory/weapon select and menu audio.Mod provided as loose, .ras and .mp2m files.
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