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...
I was always wondering why Sidorovich never left his bunker. The other day, I decided to ask him, and here's what he said...
"I used to be a Stalker like you, but then I took a grenade to the knee."
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.
I was always wondering why Sidorovich never left his bunker. The other day, I decided to ask him, and here's what he said...
"I used to be a Stalker like you, but then I took a grenade to the knee."
---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.