Yeah, I made it because I found myself kinda terrified of taking out the radio on missions. Not only is it irritating, but I get so into the game that my brain screams "THIS THING IS SO LOUD IT'S GONNA ATTRACT MUTANTS" XD
Yeah, I made it because I found myself kinda terrified of taking out the radio on missions. Not only is it irritating, but I get so into the game that my brain screams "THIS THING IS SO LOUD IT'S GONNA ATTRACT MUTANTS" XD
Finally found this. No worries, glad you liked the noise-reduction addon, I should probably go through and reduce all the receiver sound effects some time, like you have :D
I got referenced? Neat!
No worries! I'm sorry it took me so long to update it.
The issue I tend to get is that if they spawn down near the conflagrator anomaly and the construction area I get a faint "beep beep" at the top end of the map, silence in the middle, and then a faint-to-strong "beep beep" at the bottom in the right spot. I was thinking it was some sort of overflow bug, but I haven't spent the time to figure out the formulae the script uses, yet.
The funny thing is that this is actually a side-product of me trying to figure out why the RF receiver seems to have a false positive problem on the Wild Territory map. And I still haven't figured that out.
But I spotted how to do this little tweak in the relevant script file, and so here we are.
Thanks!
Unpacked the default version; looks like there's a new [keep_one] section that the game's looking for and which isn't there in the older version.
Also confirming that this addon causes the "keep one" crash for me.
Pity, I was looking forward to tweaking the values and testing them in a new playthrough.
For me it was the one that tweaked armour drop condition:
All it alters is the file "death_generic.ltx", so maybe something changed in the way that's read.
Brian_Damage
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