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!
Sound Overhaul for STCOP 1.4.22 - This shit is loud. /////////
- ANOMALY VERSION LINK BELOW (ported by NERFED like a boss)
FIREFIGHT
//
FIRING 1
//
FIRING 2
//
DISTANCE ATTENUATION
//
EXPLOSION ATTENUATION
//
FIRST: back up your shit. always. (or reinstall STCOP if you run into issues...which you shouldnt.)
Sound Overhaul that cranks the volume on the guns (seriously...theyre fuckin loud), weapons now have distance attenuation that is realistic to caliber (including distance shot sound effect. if you are 50+ meters away from the shooter you will hear a difference in the sound.) Caliber sounds differently based on rifle (AK102 and LR300 have slightly different pitches but are similar to mimic sound changed based on barrel length/piston vs direct impingement, etc). Including action sounds (reciprocating bolt, buffer tube shock, self loading shotguns, etc)
ALMOST ALL SOUNDS MADE BY HAND (there are a few that are merged sounds, or sounds that were edited, but most sounds were made using different game assets and shit loads of audacity.) These are made to be realistic, loud, and reverberant...basically the antithesis of video game gun sounds. Whether they work properly in practice is up to you. I hope you like them.
Explosions are also affected. Three layers are included. Close, super close (including the sound of dirt falling down when withing a few meters of the explosion which you will hear fall off as you leave the area), and distant (after a certain distance you will hear a loud echoing thud that will permeate to realistic distances.)
Including shell sounds for guns (and files to remove them if theyre bugging you) that are proper for the caliber. Not entirely fleshed out...but close enough. Rifles have rifle shell sounds, LMG and large caliber sniper rifles have a good thud, and shotguns have a hollow plastic sound)
Also changed bullet crack/bullet hit sounds. now they have more punch.
**EXTRAS** Ambient sound removal - basically just removed some of the annoying unrealistic monster noises from the background sounds (left dogs and other things...just a few got removed to enhance immersion). Nato Optics for AK100 series rifles. Enhanced Flaslight (40 meter distance, slightly blued to mimic high power LED...but within reason).
(if someone wants to test this with 1.5 please be my guest...id love to know if it works.)
THIS IS BETA - I AM OPEN TO BUG REPORTS, SUGGESTIONS, AND HELP. This is almost finished...I just need to iron out a few more things and see how the public reacts. it is to my liking, hopefully its to yours. if you have any game breaking bugs let me know immediately and Ill upload a patch. If your comment says anything to it not being right to your personal taste...i dont know what to tell you. Dont play with it.
(things to do: normalize sounds to avoid clipping. fix AR15 for a more suiting...less video gamey sound. turn down volume on LMG chain sounds. again...if you have any suggestions/bugs let me know ASAP. Thanks.)
(known issues: when using the 64bit patch the sounds become muffled (especially the bassy/distant ones) and sound like shit. dont use this in conjunction with 64bit patches (the creator of the 64bit patch has been made aware of the issue.) if your distant gunfire does not sound like it does in the video (very distinct solid thuds) let me know, include your settings. thats literally the only one.
YOU ARE FREE TO DO WHATEVER YOU WANT WITH THESE. edit them, use them in your mod, replace them all with fart noises. whatever. Please give me credit if you do...but honestly...this is stalker. Just have a good time. Unless you're a bandit. Then fuck you. IF YOU WANT TO PORT THIS TO COM, OR DEAD AIR FEEL FREE
im REALLY curious...i mean...it should? if there is an STCOP mod for LD, COM, or anomaly...and the configs are the same...i really dont see why not.
that said i havent tested it yet. if youre running JSGME you should give it a shot (as JSGME wont overwrite anything so you should be safe) and report back to me because id love it if it was.
It doesn't work natively, and I think it's cause of the fact that Anomaly doesn't separate its different sound files for each gun, it just has weapons_sounds.ltx and that contains all the gun sounds. I'm working on making it compatible with Anomaly, but I'm not sure if you'd like to do it yourself?
Edit: a wee way through porting the sounds, and it appears you don't have the Kiparis? I'm not sure where we got that from but it's not in your files so idk?
Prime.
I ****** love that we nerd on the same games.
I actually need some suppressor sounds!
Send me a .zip so I can finish this ******.
Also check out the sound configs. They run in layers. Also it’s a matter of volume stacking and attenuation distance. It took a minute to dial in. But it’s just prioritizing sound volume with .OGG comments.
Hey, I'm using STCOP 2.8.0.7 (5.1), and I downloaded your mod and tested it out, I'm still getting the default sfx from STCOP.
I've looked into the packed files and it looks like it's missing weapons folder for gamedata/configs/weapons
I've checked my own gamedata folder and checked to see if the weapons ltx are referencing the correct sound effects, but it seems that they're still references sound effects from sounds/weapons (the default) not from your sm3 folder
What I’ll do tomorrow (well today) is download 5.1 and get this updated. Presumably it just needs a change to the weapons.ltx file to look for the correct sound LTXs.
The annoying thing is the fact they’d change the locations for it when they updated the ****** mod hahaha. The LTXs it should be using are located in configs/weapons/sounds. Not the configs/weapons folder.
So I assume changes were made to weapons.ltx. I’ll have to update that and reupload it. I’ll message you when I do.
But I’ll get that fixed so it’s compatible. Unless you can figure it out. Then I’ll give you full credit and all that fun stuff.
You could also just rename the .ogg sound effects from sm3 folder and move it into the folders to correspond to the sfx that 5.1 is looking for.
ex: 545_shoot is what I'm assuming is the sfx for all AK74 types in this mod but STCOP 5.1 is looking for AK74_shoot for AK 74 specifically (ak74m has its own folder with its own sfx), a quick work around is to rename 545_shoot into AK_74 shoot, and then move that into the ak_74 folder
It's a quick solution I've came up with, but I'll try to mess with the ltx
EDIT: I think I've gotten it to work:
I took the w_aks74u_snd from gamedata\configs\sounds (from your mod pack)
then pasted the content into:
w_aks74u_snd in gamedata\configs\weapons\sounds
(where STCOP 5.1 stores its sound)
tested it out and got the sfx to your mod. I'm unsure if this method is the one you'd want to use; nor if this method properly plays the sfx that you placed, it would be great if you can also verify this as well.
EDIT 2: I kind of feel like an idiot, I took a shot and just replaced the entire ltx files inside gamedata\configs\weapons\sounds
from gamedata\configs\sounds
tested it out ingame, they all work. Seems that I made a mountain out of an anthill, If you just repackage files from your mod from configs\sounds
to
configs\weapons\sounds to match STCOP 2.8.0.7, you'll be okay
Haaahahaha don’t worry man.
You should’ve seen all the dumb *** **** I did tryin to make this mod. Your method sounds genius compared to the poking around I did.
in fact i did such a stupid ****** thing that when i dropped this mod...i forgot to put the configs in the right place. ahhhh. god damn it hahaha
reuploaded the fix. thanks for catching this one mad. its weird nobody else pointed this **** out.
Hey man, coming with another question, I've noticed during playtime (version 3) that there are some guns that're still using the default sfx: (PB, OTS-33 Pernach, Walther p-99,TT-33,PMM, MP443) were these left as was on purpose or should there be ltx changes?
Not much time was spent with pistols to be honest. Each gun took so much time to make my thought on pistols was “who ****** even uses these anyway?)
The stock sounds were pretty decent so u left them.
I have noticed I was missing a shotgun though haha. Just barely. I was like “oh ****!” Plus the shotguns don’t have a distance sound which I’d like to fix. I’ll probably fix those tonight and reupload.
Does Dead Air have STCOP implemented as a standard? Or is there a downloadable mod for STCOP?
I can show you what you need to do and you can do one (and release it under your own name and get hose downloads buddy!)
EDIT: okay. I just read STCOP is a dead air standard. I’ll make a txt file with a sample sound that you can run form an easily accessible weapon. The text file will explain how to do it for the rest of the guns. And you can make one. Just give me a few.)
I’ve figured out how DA does sound. It’ll be easy...just kinda weird. But I’ll get it done tonight. Nerfed DA has the same setup as anomaly. Would your mod work to overwrite the sounds?
I checked out the Anomaly patch but it did not work on DA.
Since i don't quite know what is changed in the weapon.ltx and weapon_sounds.ltx and there's just way too much difference and in general code for me to find difference in relations to the changes you made :(
like i said, once i get home, ill do a little write up for you with a sample and youll be able to make it work yourself, and youll see its super ****** easy.
if not tonight than tomorrow. work has been long today hahaha. but hopefully tonight.
EDIT: Oops, the last two sounds are not from your mod. :D
EDIT2: Are there any chances to add shells sounds like in Shoker Weapons MOD? (uhh, maybe not, cuz Shoker use 3D shells. so, nvm...)
Btw, your mod can be easily merged with CoM and LD, but both need more sounds (for CoM also need reload_empty sounds). for now created only for Mosin-Nagant (fire from SVD and bolt action from Mosin reload sound).
Do you know where we can get cool sounds for a new weapons?
That’s so weird that it’s giving you this error.
What are you playing with? Just COC with STCOP? Because that’s all I tested it with.
Rifles have different settings. 2, 10, 300, 100.
Wait wait wait. There’s a 3D she’ll mod!? Post a link! I’d love to use em for my game. I’ve been looking for one with actual shells. Especially if they’re old models and physics based.
Dude you can port over to COM or LD and post it yourself! Just send me a link when you’re done so I can link it to this page and just give me credits. But this mod is up for grabs man!
My sounds are made with a variety of procedural sounds from BF4 and survarium. I edited them in audacity. What more sounds do you need man? I can make some if you need!
Damn is this SAVandT just for editing .OGG comments because holy **** this would’ve been useful when I was making this mod hahaha. I used the damn SDK level editor. It took foreve rdude.
It is just a «LD 1.3», what based on CoM and based on other mods. I've check only youre added sounds and it give me errors in log, but it does not mean anything - because comments can be added easely... I also use the CoM build and Anomaly, which do not play with it (by now).
Here is fixed whine_*.ogg sounds (i've use comments from LD): Drive.google.com
That mod from a Russian moders, and I don’t know if it was translated into English (cuz i'v played with it about 2-3-4 years ago). Yes, it is:
Description (on English): Drive.google.com, link: Moddb.com
I'm currently stucked with adding Slow Motion feature from that Shoker mod and slowly port some youre sounds intro LD and CoM builds, but i've don't know if my port will work with original builds for "set and forget" (who knows what Russian repackers have added in to this build). if someone needs it, i can upload it.
Currently completed 60 wpns in LD and ~6 in CoM. the last one has been abandoned, yes...
You did really good work, you know? Because... because it is.
I just want to add the missing sounds, for example in the original LD there is no "AK", but there are "AEK 973", no "AKS", "AKSm" and others.. and of course there is no Mosin rifle, which i've got at the beginning of the game and used the fire sound from SVD, but now I don't hear the bolt action sound as previously/
No comment dude, no comment.
EDIT: Damn, I missed.
EDIT2: The «Shokers team» is currently working on version 3.0, but only they know when it will be released. but anyway mod have a big potential, here is 3D Scope demonstration: Youtu.be
I really enjoy the sounds as they are nicely done but the problem is, if someone's shooing at me from somewhat of a close distance (with an assault rifle) their guns are so loud that they drown out the volume of my own (equally powerful) gun which isn't realistic as mine is closer.
Mine should be the loudest of all and the sound should fade from others the further it gets away. It sounds like all the volume level remains steady in closer firefights and that it's too overpowering until it gets really far away.
I am using sound restoration so I don't know if it may be conflicting as you have the distance attenuation video example but as it is now proximity engagements sound a bit like overkill even though the effects themselves are incredible. There any way to tweak this a bit? I LOVE the near miss whizz effect and wish I could find some way to add it to the vanilla gun effects.
Have you tried changing load orders or anything? Because the sounds do get pretty loud but I’ve never had that problem where the close sounds are louder than my own gun.
Maybe try loading sound restoration after? Maybe that would take care of it.
Let me know! I want everyone to enjoy the mod.
Hi thanks very much for this addon, its always annoyed me when I'm 50 meters away from a raging gunbattle and can barely hear it. With this addon i can hear firefights going on all over the place.
If i wanted to replace OWR sounds with these, it should be fairly easy right?
I saw the "Sound Attenuation" video in the description and I was instantly hooked. Unfortunately, I play with OpenAL Soft HRTF and it doesn't work well with this. The spatialization makes it sound like someone who is 150 meters away is physically only 20 meters away.
I also noticed the attenuation was very inconsistent. If two zombies with an M16 and an AK were firing at me from 100 meters away, then I would only be able to hear the M16 one. The AK one just sounded like vanilla attenuation.
It's a real shame, because I liked the distant explosion effects in this mod a lot.
it is compatible with Anomaly mod (based on Last Day, and Last Day based on CoM, and CoM based on CoC)?
im REALLY curious...i mean...it should? if there is an STCOP mod for LD, COM, or anomaly...and the configs are the same...i really dont see why not.
that said i havent tested it yet. if youre running JSGME you should give it a shot (as JSGME wont overwrite anything so you should be safe) and report back to me because id love it if it was.
It doesn't work natively, and I think it's cause of the fact that Anomaly doesn't separate its different sound files for each gun, it just has weapons_sounds.ltx and that contains all the gun sounds. I'm working on making it compatible with Anomaly, but I'm not sure if you'd like to do it yourself?
Edit: a wee way through porting the sounds, and it appears you don't have the Kiparis? I'm not sure where we got that from but it's not in your files so idk?
"Just have a good time. Unless you're a bandit. Then **** you."
-- funniest thing I heard this whole week. :-)
Seems like an amazing work.
The attenuation alone is worth it.
while this was uploading i had some ******* hit me with an MP5 from like 100 meters away in garbage. ****** bandits.
m80 i got some super sick suppressor sounds you can use, how the hell did you get distant sounds to work properly?! we need to collab on this ****
Prime.
I ****** love that we nerd on the same games.
I actually need some suppressor sounds!
Send me a .zip so I can finish this ******.
Also check out the sound configs. They run in layers. Also it’s a matter of volume stacking and attenuation distance. It took a minute to dial in. But it’s just prioritizing sound volume with .OGG comments.
Yes guns should be loud!
Hey, I'm using STCOP 2.8.0.7 (5.1), and I downloaded your mod and tested it out, I'm still getting the default sfx from STCOP.
I've looked into the packed files and it looks like it's missing weapons folder for gamedata/configs/weapons
I've checked my own gamedata folder and checked to see if the weapons ltx are referencing the correct sound effects, but it seems that they're still references sound effects from sounds/weapons (the default) not from your sm3 folder
This is the kinda feedback I want.
What I’ll do tomorrow (well today) is download 5.1 and get this updated. Presumably it just needs a change to the weapons.ltx file to look for the correct sound LTXs.
The annoying thing is the fact they’d change the locations for it when they updated the ****** mod hahaha. The LTXs it should be using are located in configs/weapons/sounds. Not the configs/weapons folder.
So I assume changes were made to weapons.ltx. I’ll have to update that and reupload it. I’ll message you when I do.
But I’ll get that fixed so it’s compatible. Unless you can figure it out. Then I’ll give you full credit and all that fun stuff.
You could also just rename the .ogg sound effects from sm3 folder and move it into the folders to correspond to the sfx that 5.1 is looking for.
ex: 545_shoot is what I'm assuming is the sfx for all AK74 types in this mod but STCOP 5.1 is looking for AK74_shoot for AK 74 specifically (ak74m has its own folder with its own sfx), a quick work around is to rename 545_shoot into AK_74 shoot, and then move that into the ak_74 folder
It's a quick solution I've came up with, but I'll try to mess with the ltx
EDIT: I think I've gotten it to work:
I took the w_aks74u_snd from gamedata\configs\sounds (from your mod pack)
then pasted the content into:
w_aks74u_snd in gamedata\configs\weapons\sounds
(where STCOP 5.1 stores its sound)
tested it out and got the sfx to your mod. I'm unsure if this method is the one you'd want to use; nor if this method properly plays the sfx that you placed, it would be great if you can also verify this as well.
EDIT 2: I kind of feel like an idiot, I took a shot and just replaced the entire ltx files inside gamedata\configs\weapons\sounds
from gamedata\configs\sounds
tested it out ingame, they all work. Seems that I made a mountain out of an anthill, If you just repackage files from your mod from configs\sounds
to
configs\weapons\sounds to match STCOP 2.8.0.7, you'll be okay
Haaahahaha don’t worry man.
You should’ve seen all the dumb *** **** I did tryin to make this mod. Your method sounds genius compared to the poking around I did.
in fact i did such a stupid ****** thing that when i dropped this mod...i forgot to put the configs in the right place. ahhhh. god damn it hahaha
reuploaded the fix. thanks for catching this one mad. its weird nobody else pointed this **** out.
No problems, glad to be of help
I seriously don’t understand how nobody pointed this out hahaha.
{deleted}
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'vartree_binoc_group_1'. Please attach [*.ini_log] file to your bug report
what does this mean, I do have the upgradeable binocs addon installed btw
It says “vartree_binocs_group_1” in the error code so I assume it’s attributed to that.
But this kid doesn’t touch the binoculars so maybe that mod is fuckered.
Uninstall that binoculars mod for sure.
discovered that w_binoc_up.ltx wasn't included in the weapons.ltx file, works like a charm now
Oh dang it!
Glad to hear. Sorry for the conflict. I’ll add that into the reader notes (or send me a full copy and paste so I can add a compatability patch)
here you go dude Pastebin.com sorry for the wait!
No problem buddy. I’m also slacking lately hahaha
Hey man, coming with another question, I've noticed during playtime (version 3) that there are some guns that're still using the default sfx: (PB, OTS-33 Pernach, Walther p-99,TT-33,PMM, MP443) were these left as was on purpose or should there be ltx changes?
Not much time was spent with pistols to be honest. Each gun took so much time to make my thought on pistols was “who ****** even uses these anyway?)
The stock sounds were pretty decent so u left them.
I have noticed I was missing a shotgun though haha. Just barely. I was like “oh ****!” Plus the shotguns don’t have a distance sound which I’d like to fix. I’ll probably fix those tonight and reupload.
Has anyone made a dead air port, i tried it myself but failed miserably :(
Would appreciate greatly if someone did tho
Does Dead Air have STCOP implemented as a standard? Or is there a downloadable mod for STCOP?
I can show you what you need to do and you can do one (and release it under your own name and get hose downloads buddy!)
EDIT: okay. I just read STCOP is a dead air standard. I’ll make a txt file with a sample sound that you can run form an easily accessible weapon. The text file will explain how to do it for the rest of the guns. And you can make one. Just give me a few.)
Thanks a lot for helping out dawg, btw the sounds and the way you made em work is amazing.
Thanks dude! Glad you like em!
I’ve figured out how DA does sound. It’ll be easy...just kinda weird. But I’ll get it done tonight.
Nerfed DA has the same setup as anomaly. Would your mod work to overwrite the sounds?
I checked out the Anomaly patch but it did not work on DA.
Since i don't quite know what is changed in the weapon.ltx and weapon_sounds.ltx and there's just way too much difference and in general code for me to find difference in relations to the changes you made :(
like i said, once i get home, ill do a little write up for you with a sample and youll be able to make it work yourself, and youll see its super ****** easy.
if not tonight than tomorrow. work has been long today hahaha. but hopefully tonight.
No worries dude take your time, you don't need to rush.
! Invalid ogg-comment version, file: weapons\sm3\pistol5.ogg, so I use descriptions from pm_shoot.ogg:
vol: 2.0, att: 7, 400, 70 it is right, guys?
pistol5.ogg used in next weapons:
w_beretta92_snd.ltx
w_glock_snd.ltx
w_gsh18_snd.ltx
w_pm_snd.ltx
Weird. Never ran into that before.
Pistols have slightly lower values. I think it’s
2.0, 5,200,70
Sorry man! Hopefully you got it fixed. Did this happen on the first time loading it up?
Ok, a great thanks. I'll use these values. :3
Yep, already fixed it, because comments can be easily added with blah-blah tool..
But you're right, it happened after setting your sounds.
Other files without comments which I missed:
! Invalid ogg-comment version, file: weapons\whine_1.ogg
! Invalid ogg-comment version, file: weapons\whine_2.ogg
! Invalid ogg-comment version, file: weapons\whine_3.ogg
! Invalid ogg-comment version, file: weapons\whine_4.ogg
! Invalid ogg-comment version, file: weapons\whine01.ogg
! Invalid ogg-comment version, file: weapons\whine02.ogg
! Invalid ogg-comment version, file: weapons\sm3\mosinbolt.ogg
! Invalid ogg-comment version, file: weapons\colt\kimber_reload.ogg
EDIT: Oops, the last two sounds are not from your mod. :D
EDIT2: Are there any chances to add shells sounds like in Shoker Weapons MOD? (uhh, maybe not, cuz Shoker use 3D shells. so, nvm...)
Btw, your mod can be easily merged with CoM and LD, but both need more sounds (for CoM also need reload_empty sounds). for now created only for Mosin-Nagant (fire from SVD and bolt action from Mosin reload sound).
Do you know where we can get cool sounds for a new weapons?
SAVandT: Metacognix.com if you don't have it.
That’s so weird that it’s giving you this error.
What are you playing with? Just COC with STCOP? Because that’s all I tested it with.
Rifles have different settings. 2, 10, 300, 100.
Wait wait wait. There’s a 3D she’ll mod!? Post a link! I’d love to use em for my game. I’ve been looking for one with actual shells. Especially if they’re old models and physics based.
Dude you can port over to COM or LD and post it yourself! Just send me a link when you’re done so I can link it to this page and just give me credits. But this mod is up for grabs man!
My sounds are made with a variety of procedural sounds from BF4 and survarium. I edited them in audacity. What more sounds do you need man? I can make some if you need!
Damn is this SAVandT just for editing .OGG comments because holy **** this would’ve been useful when I was making this mod hahaha. I used the damn SDK level editor. It took foreve rdude.
It is just a «LD 1.3», what based on CoM and based on other mods. I've check only youre added sounds and it give me errors in log, but it does not mean anything - because comments can be added easely... I also use the CoM build and Anomaly, which do not play with it (by now).
Here is fixed whine_*.ogg sounds (i've use comments from LD): Drive.google.com
That mod from a Russian moders, and I don’t know if it was translated into English (cuz i'v played with it about 2-3-4 years ago). Yes, it is:
Description (on English): Drive.google.com, link: Moddb.com
I'm currently stucked with adding Slow Motion feature from that Shoker mod and slowly port some youre sounds intro LD and CoM builds, but i've don't know if my port will work with original builds for "set and forget" (who knows what Russian repackers have added in to this build). if someone needs it, i can upload it.
Currently completed 60 wpns in LD and ~6 in CoM. the last one has been abandoned, yes...
You did really good work, you know? Because... because it is.
I just want to add the missing sounds, for example in the original LD there is no "AK", but there are "AEK 973", no "AKS", "AKSm" and others.. and of course there is no Mosin rifle, which i've got at the beginning of the game and used the fire sound from SVD, but now I don't hear the bolt action sound as previously/
No comment dude, no comment.
EDIT: Damn, I missed.
EDIT2: The «Shokers team» is currently working on version 3.0, but only they know when it will be released. but anyway mod have a big potential, here is 3D Scope demonstration: Youtu.be
Hey man did you ever get this ported over to last day?
Really, really awesome!
No more shooting confetti plastic guns, this is serious stuff now.
Thanks man! I’m really glad you like it.
I really enjoy the sounds as they are nicely done but the problem is, if someone's shooing at me from somewhat of a close distance (with an assault rifle) their guns are so loud that they drown out the volume of my own (equally powerful) gun which isn't realistic as mine is closer.
Mine should be the loudest of all and the sound should fade from others the further it gets away. It sounds like all the volume level remains steady in closer firefights and that it's too overpowering until it gets really far away.
I am using sound restoration so I don't know if it may be conflicting as you have the distance attenuation video example but as it is now proximity engagements sound a bit like overkill even though the effects themselves are incredible. There any way to tweak this a bit? I LOVE the near miss whizz effect and wish I could find some way to add it to the vanilla gun effects.
Hey man. Sorry I missed your comment.
Have you tried changing load orders or anything? Because the sounds do get pretty loud but I’ve never had that problem where the close sounds are louder than my own gun.
Maybe try loading sound restoration after? Maybe that would take care of it.
Let me know! I want everyone to enjoy the mod.
Hi thanks very much for this addon, its always annoyed me when I'm 50 meters away from a raging gunbattle and can barely hear it. With this addon i can hear firefights going on all over the place.
If i wanted to replace OWR sounds with these, it should be fairly easy right?
im not entirely sure how their sounds are setup...but you are more than welcome to try, just give me credit.
this commend is actually pretty old, have you made any progress with that?
Is STCOP better than AO3?
this addon makes it better
dopest compliment ever.
An amazing mod!
This basically makes the gun fights 10x more intense. Thank you for this mod!
thanks man! i always felt like sounds were the way to make anything way gnarlier
I saw the "Sound Attenuation" video in the description and I was instantly hooked. Unfortunately, I play with OpenAL Soft HRTF and it doesn't work well with this. The spatialization makes it sound like someone who is 150 meters away is physically only 20 meters away.
I also noticed the attenuation was very inconsistent. If two zombies with an M16 and an AK were firing at me from 100 meters away, then I would only be able to hear the M16 one. The AK one just sounded like vanilla attenuation.
It's a real shame, because I liked the distant explosion effects in this mod a lot.
does it work okay with OPENAL soft HRTF turned off?
i actually never tested with other sound options