A group of stalkers, for the first time, reaches the very heart of the Zone-the Chernobyl Nuclear Power Plant-and triggers a cataclysm on the brink of a catastrophe. An immense blast of anomalous energy transforms the Zone: the once reliable and relatively safe roads are no longer so, the landscape is wiped clean by outbursts of anomalies, and previously unknown areas appear on the Zone map. Stalkers and expeditions perish or end up isolated within the lost territories.
It adds subs and PDA messages to the English sounds used in-game that don't have.
InGameSubs for S.T.A.L.K.E.R.: Clear Sky
This is a mini-addon for only being used with SRP v1.1.4, it adds only subs and PDA messages to the English sounds used in-game that don't have.
The game displays the most of them as PDA messages, unfortunately as I'm not a native speaker, there are some of them that don't have PDA messages displayed on-screen, and so I can't get what they mean when I'm listening to them.
Now, before downloading this mini-addon, I'd like to suggest you read the following comments, on this way you aren't going to miss some important details I'd think nice to point out.
About Clear Sky:
- There are some unused text entries or there are others not set up properly, so they can be used in-game (I reutilize them).
- There are unused sounds for some NPCs that should be used in the game, but they aren't finally implemented.
- Some NPCs have "greetings" but not "farewells" and some others have "farewells" but not "greetings" implemented in-game. For example, Siderovich has "farewells" sounds, but they aren't implemented.
- A small portion of code was implemented in SOC to display a message based on its length, this isn't present in CS or COP; all PDA messages are displayed in 5 seconds.
- This is a bit undesirable because some messages are more length than it, and I don't know why this happened or if there's a specific reason to do it on that way.
- As above, there's a 1-second timeout effect that adds that kind of lag to the messages too, so I provide a mini-optional to remove it if you want to.
About this mini-addon:
- There are a lot of NPC sounds denominated human_01, human_02, human_03, theirs subs aren't included in this version (there's a plan for it in the future), so only main storyline and secondary tasks related sounds at the moment.
- There are only subs for megaphone sounds, greetings, and farewells, this is going to prevent the PDA of being full of them, the other sounds are displayed as normal PDA messages.
And finally, it's important to say this is a Work in Progress, so there are a couple of things that still need to be done.
Specific notes:
1. Install instructions and additional comments in the Instructions_and_Additional_Notes.txt file.
2. You can update this addon safely, a new game isn't necessary or needed.
3. I'm not a native speaker, so if I wrote something confusing you can't get, let me know it.
4. Beginner programmer; this is my second addon, so I expect I haven't let something broken...
5. From the original InGameCC mod: "You can freely use parts of this mod in your mod if you wish. A mention of the source in your credits would be nice though".
TODO:
- Add subs for the initial cutscene (only functional on OpenXRay likely).
- Translate and add subs to the alarm sounds at the military checkpoint.
- Add PDA messages or subs for human_01, human_02 and human_03 sounds. (if they're PDA messages, they might make the PDA being full of them, because they're a lot of them, yet it's the less footprint memory option).
- Make proofreading of game text files.
TODO (optional):
- Reimplement a small portion of code used in SOC to display a PDA message based on its length.
Final Results:
Initial dialogue with Lebedev. Before/After. (Vanilla X-Ray).
Initial dialogue with Lebedev. Before/After. (OpenXRay).
Before/After. (OpenXRay).
Credits and a special thanks to:
·f·i· csoport team for the base code. (Coming up with it by myself could have been impossible).
MrSeyker for working on the compatibility patch for ZRP.
Decane and the contributors for making SRP possible.
NatVac and the contributors for making ZRP possible. (Creating my own Zhephir's UltimaShield artifact for debugging in CS and COP saved me a lot of time.)
Xottab_DUTY and OpenXRay.
OpenAI/Whisper - Google/Colab/Bard by the free tools and other useful things.
All modders out there for the tools, the mods, and the tutorials you'll have made along this time.
GSC Game World for creating STALKER.
Debian GNU/Linux and the GNU/Linux community, I've learned a lot using this system, so I couldn't have made this addon without them too.
Changelog:
v0.3 - 03/05/24
- Small script logic modification in closecaption.script and mob_trader.script files.
- Removed unused code from ui_custom_msgs.xml and closecaption.script files.
v0.2 - 02/08/24
- Added optional patch for removing 1s timeout effect that adds a kind of lag to some PDA messages on HUD.
- Performed basic proofreading in stable_closecaption.xml and removed "\n" characters of it, because they aren't used in st_subtitles.xml.
- Fixed subtitle overlap in ui_custom_msgs.xml (Yar and Ashot dialog shouldn't overlap with their greetings and farewells).
- Tweaked sound attributes for the megaphone sounds at the military checkpoint (now they should sound properly or better).
v0.1 - 01/25/24
- Added subs for all megaphone sounds for Freedom base, Duty base and Military checkpoint.
- Added subs for all greetings and farewells implemented in-game.
- Added PDA messages for some sounds that don't have (as the important Strelok's PDA recording in the Strelok's group stash) and one Russian sound.
- Brought megaphone sounds back from SOC for megafon_1.ogg, megafon_2.ogg, megafon_3.ogg and megafon_4.ogg (they're in English, if you prefer the vanilla Russian sounds, you can delete them in gamedata\sounds\characters_voice\scenario\escape\).
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