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Sounds for detecting NPCs

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  18:13:15  10 July 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Sounds for detecting NPCs

I need someone to jog my memory - how the heck do I get rid of the sounds for detecting NPCs? At least, detecting enemy NPCs. I can't remember how, or if it is possible even. Just about ready to release my inventory mod, it's just this one little detail that is tripping me up...
  18:29:21  10 July 2012
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918
contact_1.ogg & contact_8.ogg in sounds/detectors? or am i misunderstanding your question?
  19:28:45  10 July 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
07/10/2012 19:41:07
Messages: 1072
Yeah, those were the sounds, thanks.

I can now package the non-widescreen versions of the vanilla/mod-mergeable and OGSE files.

Just one more thing - xr_motivator, bind_monster, and bind_stalker weren't changed between 1.0004 and 1.0005, right...? Otherwise I'll have to make a version just for 1.0004.
  20:56:06  10 July 2012
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918

---QUOTATION---
Yeah, those were the sounds, thanks.

I can now package the non-widescreen versions of the vanilla/mod-mergeable and OGSE files.

Just one more thing - xr_motivator, bind_monster, and bind_stalker weren't changed between 1.0004 and 1.0005, right...? Otherwise I'll have to make a version just for 1.0004.
---END QUOTATION---



I'm not sure but I think xr_motivator was changed. Although, all that leads me to believe this is that a 1.0005 compatibility addon for a 1.0004 mod, had a different xr_motivator.
 
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