RimWorld

RimWorld

Enhanced Vanilla Gun Sounds Revived
68 Comments
тетеря, блин 12 Aug @ 11:18am 
https://gist.github.com/HugsLibRecordKeeper/ff13c369f4a535386159719af71b7308
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XML error: <soundImpactDefault>BulletImpact_Metal</soundImpactDefault> doesn't correspond to any field in type TerrainTemplateDef. Context: <ThingDef ParentName="CarpetBase">
...

not sure if it's this mod or not. there are multiple errors like this one and all of them connected with bullets.
Conniday  [author] 25 Jul @ 11:33pm 
@femoral2

Not yet - while the mod is updated for 1.6, I haven't gotten towards supporting the guns from Odyssey.
femoral2 25 Jul @ 5:19pm 
Does it have support for the new expansion?
Potato fish 15 Jul @ 4:22pm 
neat seeing you on rimworld. i like your airships rule the skies stuff
Conniday  [author] 13 Jul @ 4:02am 
Should work for 1.6 since it's just a simple XML mod, but you guys could check for me.

I'm mainly not working on ANY Rimworld mods at the moment because I'm not in the Rimworld mood, sorry.
Boleta 11 Jul @ 2:43pm 
1.6 update?
Conniday  [author] 7 Jan @ 1:29am 
@Uslyst

The original?
You can take a look at this mod and go back to that mod and see what I've changed for forking.
I'm kinda done with Rimworld modding for now, working on Minecraft and Airships: Conquer the Skies stuff.
Big Cheese 6 Jan @ 3:27pm 
Thanks unc
Uslyst 4 Jun, 2024 @ 5:20pm 
Hey @Bonible, will you update the Enhanced Combat Sounds mod to 1.5? I tried to create a fork but I found some problems related to soundImpactStuff, it seems that some things have changed drastically and is causing several performance issues :/
Conniday  [author] 9 May, 2024 @ 4:57am 
@KX Of course.
KX 4 May, 2024 @ 8:03pm 
Are this mod compatible with your other mod that replace the gun sounds?
Conniday  [author] 15 Apr, 2024 @ 1:26am 
Yuh!
Veggito Fumando 15 Apr, 2024 @ 1:25am 
tysm!!! awesome work :)))
Conniday  [author] 15 Apr, 2024 @ 1:21am 
Yes, you can. Just open up the mod folder and replace the corresponding sounds.
The requirements are that you make the gun sound the same name as you are replacing it with so that my patch can detect it; and the sound format has to be in .ogg
Veggito Fumando 14 Apr, 2024 @ 11:44pm 
Can I uhhh put my own sounds? I want a loud ass CSGO awp sound for the sniper rifle
Conniday  [author] 14 Apr, 2024 @ 12:30pm 
That depends, if they are notably "eh" enough for me to re-sound. I haven't played enough Anomaly yet.
femoral2 14 Apr, 2024 @ 11:47am 
Are you going to includes Anomaly Guns?
Conniday  [author] 20 Mar, 2024 @ 7:01am 
D'oh!
It was inevitable -w-
LoggerC4 19 Mar, 2024 @ 1:13pm 
A hopefully more helpful report, the error xTRACKERx mentions is from an Interact_AssaultRifle sound error on 1.5
Log: https://gist.github.com/HugsLibRecordKeeper/f7ed4b2d7b94411c9d4c1fca3c76fbc8
Despite this, enjoying the new update thus far! :Gifting:
Conniday  [author] 26 Feb, 2024 @ 5:24am 
Damn.
xTRACKERx 24 Feb, 2024 @ 3:16am 
log errors (red) after i load this mod.
Conniday  [author] 10 Nov, 2023 @ 11:15am 
@Deetlemore - And even making my own little edits! I've touched on some sounds the original hasn't, like charged shots, bows, and launchers.
Deetlemore 10 Nov, 2023 @ 11:13am 
I've missed this mod ever since the original stopped working, thanks a ton for taking the time to get this working!
Conniday  [author] 10 Nov, 2023 @ 3:30am 
@Sigmundius Thank you! I did a little spicing up of the original mod's sounds too, so that it felt that there was even more of a difference. I really like sound design :broflex::rambro:
Shinichi 10 Nov, 2023 @ 3:09am 
This is so good! Very under appreciated mod.:steamthumbsup:
Lulu 19 Sep, 2023 @ 1:47pm 
@Accelexin good catch! :mhwgood:
Conniday  [author] 19 Sep, 2023 @ 2:22am 
Whaaaaaat!!!! I better add that in the mod desc.
Accelexin 18 Sep, 2023 @ 2:55pm 
@Bonible @Nonamo Vanila Weapon Expanded also patches sniper rifle's sound. moved this mod above VWE, error disappered. Both mods' patching code looks perfect. I think it's a strange limitation of the game.
Conniday  [author] 16 Sep, 2023 @ 8:22am 
Phew.
Lulu 16 Sep, 2023 @ 7:41am 
Yeah no worries, I don't think anything is breaking per se, just that the sound isn't being replaced. All in all a minor thing, so don't stress about it
Conniday  [author] 14 Sep, 2023 @ 12:07am 
Guhhh..
Okay, quick disclaimer; I'm not very well versed in XML coding, let alone C++.
Harmony works pretty fine, along with hugslib - no errors, but I don't use Biomes!core.
Haven't used Rocketman in a long while though, so I can't tell from that either.
I was going to consider saying something like, "Maybe it's a mod load order thing?" until I saw the results of your experiments..

Gruuaaaahhhhh!!
Lulu 13 Sep, 2023 @ 7:36pm 
Still trying to find if it's a specific mod and... It almost feels like past a certain number of mods causes the issue to occur.
For what it's worth, I did have it to a point where enabling or disabling 'Biomes! Core' would cause rocketman to pop up with errors after the game finished initializing.
That could be a coincidence, but if I disable everything except this mod, rocketman, harmony and hugslib plus the 'Biomes! core' mod; I do see a ton of "could not load reference to"s in the logfile. Including a bunch of issues with SoundDefs.
Before any of this happened, I did note that Rocketman complained about using "DefOf"; but rocketman doesn't seem to report what mod that's in relation too.
Trying to figure this out is a bit frustrated by how hard it is to work out what most errors are coming from, since it all reports as coming from some .h file
Lulu 13 Sep, 2023 @ 4:35pm 
Alright, I've been going over my mod list; and I can say this so far:
Your mod's working just fine so long as nothing else messes with the vanilla def for the rifle.
I also have no idea which mod might be messing with said vanilla def, or even why.

Other than your mod, the only mods on my list remotely eligible are the Vanilla Expanded mods for factions and weapons.
I'm currently guessing that some mod that really has no business messing with this def is responsible - but I've got a lot of mods to gradually add and check to see whats going on.
For now, I want to apologize, as it seems I've given you a false start. If I do find what mod was causing the issue I'll let you know
Lulu 13 Sep, 2023 @ 11:11am 
Sure thing, I'll help as best I can. If you like, we could go into further details or someplace I could share my mod list if that helps!

I installed the mod recently, a couple days ago

I found the file where you said it would be, and in RangedIndustrial.xml I found a ThingDef for Gun_SniperRifle.
On line 1057 I found a <soundCast>Shot_SniperRifle</soundCast>

So I would presume that means it's there; and as you say I would also expect vanilla defs to always be there.
Perhaps I can also help with some more details:
I mostly use the Vanilla Expanded and Alpha series of mods (which I don't believe messes with core items much)
I don't use CE
Most of the other mods I use are concerned with graphical changes or QoL (such as pathing, pawn AI, UI) or biomes and animals (like RE:growth)
Conniday  [author] 10 Sep, 2023 @ 8:05pm 
@Nonamo - I swear I fixed this patch before, someone else sent me the same thing. Have you installed the mod recently/is it updated?

Failed to find a node with the given xpath implies that it doesn't exist; but typically, Vanilla sounds should always be there right?
Perhaps check your basegame Rimworld defs (Core - Defs - Thingdefs_misc - RangedIndustrial) and look at the file itself. You can easily look with Notepad, I'm sure!
Lulu 10 Sep, 2023 @ 7:45pm 
Have been seeing this error pop up in my Rocketman logs.
Not sure if the patch is failing because of a possible typo or something else to do with the xpath. I barely understand how they work. so I tried to confirm if the resources it mentions exist.

I checked the def in game using RIMSQOL and it does use Shot_SniperRifle, and this mod's folder has the replacement files in it's folder [ConSwap/Weapon/SniperRifle]. The names in the patch seem to match up, so those look fine. Not sure what the issue is on my end. I appreciate the mod and the work you've done, and I'm reporting this in case it helps! (Unless it's just a me thing, in which case my apologies)



Verse.PatchOperationReplace(xpath="/Defs/SoundDef[defName="Shot_SniperRifle"]/subSounds/li/grains/li[clipFolderPath="Weapon/SniperRifle"]/clipFolderPath"): Failed to find a node with the given xpath
Conniday  [author] 9 Sep, 2023 @ 7:43pm 
But thanks for the positivity!
Conniday  [author] 9 Sep, 2023 @ 7:42pm 
@Menos - Me too, but I haven't really found a way to make it sound fitting for both the minigun and LMG.
Menos 9 Sep, 2023 @ 7:03pm 
Awesome! Just what I've been looking for. :)

I found the minigun sound to be a bit underwhelming, but the rest is fantastic.
Conniday  [author] 3 Aug, 2023 @ 11:27pm 
@Dive I've put the Biotech and Core patches separate from eachother, so it should detect whether or not it's installed. If you're still getting errors, try loading the game without any other mods or atleast show me the logs.
Conniday  [author] 3 Aug, 2023 @ 10:50pm 
Ah, I see where I've gone wrong.
It might be the Beam Graser trying to load without the DLC on.
Conniday  [author] 3 Aug, 2023 @ 10:35pm 
@Dive Oh hell. That's my most recent edit, the Beam Graser.
Lemme see what I can do.
Dive 3 Aug, 2023 @ 4:16pm 
I'm getting this error when trying to load the game with this mod enabled
[Enhanced Vanilla Gun Sounds Revived] Patch operation Verse.PatchOperationReplace(/Defs/SoundDef[defName="BeamGraser_Shooting"]/subSounds/li/grains) failed
Darecker 1 Aug, 2023 @ 4:35am 
@Bonible cheers :D
Conniday  [author] 31 Jul, 2023 @ 7:14pm 
@Darecker

Yes, it is CE compatible. Might need some mod order fiddling though.
However, on my other mod I also plan to make a patch for CE's sounds to make them even better.
Darecker 31 Jul, 2023 @ 7:02pm 
is it ce compatible do you know per chance?
pear 21 Jul, 2023 @ 6:31pm 
@Bonible thanks for clarifying :)
Conniday  [author] 18 Jul, 2023 @ 10:54pm 
@Komyeta

Thank you! I put my own lil' effort into the extras ^w^
Conniday  [author] 18 Jul, 2023 @ 10:54pm 
@pearagon

Since Enhanced Combat Sounds still works for 1.4, I have opted not to put it in this mod.
Komyeta 18 Jul, 2023 @ 7:19pm 
omfg this is WONDERFUL