Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

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Re-enable death sounds? (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R.: Call of Chernobyl : Forum : Support : Re-enable death sounds?) Locked
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Jan 18 2016 Anchor

How do I re-enable death sounds in CoC? When I kill a bandit for example, he makes no sound and just ragdolls onto the ground. No "Ah, blyat..." or anything like there is in vanilla SoC or CoP. It's not because of any mods I have installed, because it happens in vanilla CoC (patched to the latest version) as well. Does anyone know how I can fix this?

Jan 19 2016 Anchor

i just tried vanilla coc and sounds are missing but are enabled in m_stalker.ltx

sound_death = fight\death\death_


Jan 19 2016 Anchor

I don't think I've ever heard death sounds in COP and I didn't disable them in CoC.

You can try using self.object:death_sound_enabled(true) in xr_motivator death_callback or something. The death sounds are played from engine based on sound_death in m_stalker.ltx


Technically you can just play these through lua. Add the death sounds to configs\misc\script_sound.ltx as a new sound set.

[death_sounds]
type = npc
npc_prefix = true
avail_communities = stalker, bandit, dolg, freedom, army, monolith, csky, ecolog
path = fight\death\death_
shuffle = rnd
idle = 0,0,100
dont_save = true



Then play it on death_callback in xr_motivator.script with this:

xr_sound.set_sound_play(npc:id(),"death_sounds")


Edited by: Alundaio

Jan 20 2016 Anchor

something went wrong

LUA error: ...\gamedata\scripts\xr_motivator.script:301: attempt to index global 'npc' (a nil value)

Jan 21 2016 Anchor

That was pseudo-code more than what you should actually put

use self.object:id() instead of npc:id()

Jan 22 2016 Anchor

Thanks for the response, Alundaio-kun, but I can't seem to get it working. Any attempt on my part to edit xr_motivator.script is met with a LUA error.

Jun 12 2016 Anchor

Anybody got the death sounds finally working? I want those sounds too.

Jun 24 2016 Anchor

No luck on my end, either.

Aug 28 2016 Anchor

I don't know why, I tried myself. Seems all sounds are stopped when npc dies.


Do death sounds work in vanilla CoP?

Apr 7 2017 Anchor

I'm afraid not, Alundaio. They've always been disabled or straight up missing in CoP, although present in SoC and CS. Perhaps the sounds simply aren't there? Might require porting from CS.

Apr 7 2017 Anchor

The sounds are all there, even the fight sound like "Mochiiiii!". There must be a posibility to re-enable them, maybe someone has to check how SoC and CS does it, what script/line does it.

Edited by: GARU_Monolith

Apr 18 2017 Anchor

How peculiar then. I mean, if the sounds are indeed there, perhaps this is some strange bug that's flown in everyone's face, yet no one suspected. After all, why don't they work for humans, but they do for mutants? If only I had the knowledge to compare how the game links to mutant death sounds and human death sounds, because they're clearly not done the same.

Apr 18 2017 Anchor

Well ... in fact, Clear Sky and Call of Pripyat are very similar games, so the scripts have to be very similar too. I'm almost sure that re-enable these sounds are possible, they're all there.

Edited by: GARU_Monolith

Apr 19 2017 Anchor

I installed Clear Sky and extracted the data to look around myself. Only difference I could see in the xr_motivator between CoC and Clear Sky is this:


type = "MST"
if bit_and(sound_type, snd_type.monster_die) == snd_type.monster_die then
type = "MST_die"
elseif bit_and(sound_type, snd_type.monster_injure) == snd_type.monster_injure then
type = "MST_damage"
elseif bit_and(sound_type, snd_type.monster_step) == snd_type.monster_step then
type = "MST_step"
elseif bit_and(sound_type, snd_type.monster_talk) == snd_type.monster_talk then
type = "MST_talk"
elseif bit_and(sound_type, snd_type.monster_attack) == snd_type.monster_attack then
type = "MST_attack"
elseif bit_and(sound_type, snd_type.monster_eat) == snd_type.monster_eat then
type = "MST_eat"
end
end

Only reference with "die" or "death" I could find so far. I have no clue where else to look, though.

Apr 19 2017 Anchor

We need some help here ...

Nov 19 2017 Anchor

Is there really no way? I just downloaded that RO2 death noise mod, hoping for some added immersion, but then soon realized that npcs don't make noises when they die.

I don't understand why this feature was disabled for CoP...

Edited by: SirSmite

Nov 20 2017 Anchor

They are re-enabled in 1.5 - it's fixed.

Nov 20 2017 Anchor

May I ask how or which file had to be modified? I'm still a little reluctant on moving on from 1.4 and the addons I have for it.

Dec 2 2017 Anchor

Wait, they're working in 1.5? I've got 1.5b6, and its the same. You mean the version they're working on and not the currently released beta?

Jan 18 2018 Anchor

I'm still waiting for answers :(


Jan 19 2018 Anchor

They are already fixed, watch some of the videos on the developers channel.

Jan 19 2018 Anchor
Jan 21 2018 Anchor

Great, now the zombified stalkers need their combat sounds back, don't you think? It would be awesome. "Mochiiii!"

Jan 21 2018 Anchor

Enabled it for now, but I don't know if it will stay or not. Depends on the others.

Jan 21 2018 Anchor

Hahah, this is great news. Hopefully they tell everyone how they did it. This damned bit was over 7 years in the making. Now if only all the original voices from SoC could be restored as well, this would make things feel even more alive (ironic since we're talking about enabling literally their last words)

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