

Otherwise, I can upload it to the nexus myself on my own account later, once I figure out how.

If you're interested, sayaheca, I can send you the patch, or you could make one yourself. i made a patch esp for myself that changes it to "none", and although "spas12NPCLAYERB" thru "spas12NPCLAYERD" don't seem to have audio associated with them, I switched them to "none" just to be safe. bryantn3 wrote: So the problem was with the esp, the sound descriptor "spas12NPCLAYERA" had looping set to "envelope fast", making this bug happen every time an npc uses the gun.

I'm not sure, we'll see.ĭidn't work, gonna try adding my own loop points in wavosaur, otherwise it's either an inherent fallout 4 bug, a mod conflict, or a problem with the settings in the esp. I think sometimes the loop markers that are used to tag sounds in fallout 4 get removed when installing with NMM. I'm gonna try manually downloading and extracting/overwriting the ba2 archives to fix. Adaw404 wrote: found bug - if i give it this gun to cait, sound of shooting keeps going even she clearly not shooting :) bryantn3 wrote: Unfortunately I have this problem as well, but after researching, it seems it may be a glitch with NMM.
