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adding sounds on top of an existing general mod

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  02:41:39  19 September 2014
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Roy Batty
(Novice)
 
On forum: 09/19/2014
Messages: 4
adding sounds on top of an existing general mod

Hello, sorry if this is a newbie question. I am playing Clear Sky with the sky reclamation project but I want to add different sounds to my set up.

Is it going to work if I simply copy the sound files from another mod to my gamedata/sound folder or do I also need to modify various config files?
  04:06:12  19 September 2014
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1706
There are two possibilities. Either the sounds you want to add are such that they simply replace sounds that are already referenced in the game files and are used by the game, or the files you want to add are not as just described. In the former case, you simply paste the desired sound files on top of the ones you wish to replace, since their identifier -- usually a name absent a file extension, e.g. 'gar_find_fang_pda' -- is already referenced in a config file which is read by the game. In the latter case, you need to tell the game to use the relevant sound files, as just adding some sound files into a folder is not going to make the game read, let alone use, those sound files, unless they have some attribute that the game is already configured to read; usually their name.

So the bottom line is: if you want to add more sounds than are already used by the game, you need to add an entry into a relevant config file to make the game recognize and use the relevant sound. Otherwise, you just replace.

(Interestingly, some file types are parsed and used by the game automatically, even if not referenced in any config file. An example is XML files, so long as they are placed in the correct folder. This is why you can have as many custom-named text files as you like and not have to worry about referencing them, as long as they are in the correct folder. It's also why the game benefits marginally in respect of loading times from replacing unused XML files with zero-length versions.)
  07:57:37  19 September 2014
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Roy Batty
(Novice)
 
On forum: 09/19/2014
Messages: 4
Ok basically i just wanted to use some weapon sounds to replace the default ones for a start and maybe add some other sounds from the complete mod.

I used it for my first play through of shadow of chernobyl. It was handy because it was a simple to install but some of the features bugged me a little like the super extra good night vision and other things so I wanted to play with less gameplay tweaks but now I miss the enhanced sound effects.

Anyway it is my understanding that the sky reclamation project with the optional ballistic mod changes the weapon configs., that's why I was wondering whether it was necessary to modify these files or not.

Still not hundred percent sure what I have to do and this is maybe a bit above my skill level.
  13:31:49  19 September 2014
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1706
You should be okay to just drop the sound files into their proper directories. If certain files aren't used, you can come back and ask for further advice.
  01:02:41  20 September 2014
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Roy Batty
(Novice)
 
On forum: 09/19/2014
Messages: 4
Thanks, as far as I can tell, it seems to work all right.
  13:55:07  20 September 2014
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Roy Batty
(Novice)
 
On forum: 09/19/2014
Messages: 4
I talked a bit too soon. *chuckles*

I copied all of the complete mod's sound directory in my gamedata and it worked just fine until I reached garbage where I got one weird error, crashing with a black screen every 5-10 minutes pretty much as soon as I entered the zone.

LUA error: ...e.r. - clear sky\gamedata\scripts\sound_theme.script:213: bad argument #1 to 'gsub' (string expected, got nil)

Anyway I removed the sounds and got rid of the error, I am playing with the vanilla sounds now. I am just posting this in case someone else tries to do the same thing as me for furure reference so to speak.
 
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