Go nuts buddy
Go nuts buddy
1. No, not without making changes to the game's code, both factions use the same sounds files. The difference between the two "killer" folders is that one is for NPCs without a gas mask and the other is for NPCs with a gasmask.
2. Yes, you could change one of the killer folders to use a different voice, I've actually been debating adding the Replica voices from FEAR 2 to replace one of the current killer folders. The main problem is finding a game that has enough voice lines that fit the context of what STALKER NPCs can say(like attacking, taking cover, throwing a grenade, etc...)
Sorry, but I don't think that's going to happen. I made this mod mainly for personal use and I really only play Anomaly. That being said if anyone wants to take the files from this mod and port them over to Call of the Zone they're more than welcome to.
I can confirm that this issue has been fixed thanks to the updated player voice options.
Thank AyyKyu's for their excellent Voiced Actor mod!
I'm not sure. At its core this addon is just a sound replacement mod(unless you want to change the player's voice, that has actual scripts/code). Because of that it should be very compatible with most other addons.
Great work! Makes me want to jump back into STALKER again.
Nope, old saves/games will work fine.
So its kind of a complicated answer.
>Are there potentially more lines to be used
The answer is probably not. The same guy that uploaded this video also uploaded three other videos of Replica radio chatter/voice lines. All four videos combined makes for about 18 minutes worth of voice lines and in the description of the last video he seemed pretty certain that he had extracted all the Replica audio files from FEAR.
>Have you exhausted all of the available audio lines
No, and this is for two different reasons. The first reason being that a lot of lines just didn't fit. So in STALKER the combat call outs are very vague and NPCs have a lot of lines dedicated to idle conversion. In contrast, most of FEAR's combat call outs are hyper specific("Behind the sofa!"/"Check the office!"/"Behind the vending machine!") and the Replica have very few idle voice lines(in comparison to STALKER NPCs). Because of this I had to get pretty creative when I was replacing voice lines. Making sure the call outs were vague enough for STALKER and that the idle lines sounded at least somewhat natural. So even though I do have A LOT of voices lines left over, they just don't fit well in the context of STALKER. The second reason I'm less sure about because I don't fully understand how STALKER handles voice lines for NPCs. When I went through replacing the voice lines for the Mercs I made sure to match the amount of new voice lines with the amount that was already there. This is because I'm not sure if the code that references the voice lines has a hard-coded amount of lines it can call from or if it will update if it detects additional files with the same naming convention. However even if that is the case, you still run into the same problem I listed previously, which is that sadly most of the Replica voice lines just don't fit in STALKER.
I hope this answers your question!
I'm glad you like it!
I didn't. But someone did uploaded all their voice lines on YouTube.
I downloaded that video and then chopped up all the voice lines I wanted using Audacity.
Yeah that would be nice. The closest thing you can do right now is install half of the mod, like I explained in my reply to JACKTE above.
You could install only one of the folders, so either just killer_1 or just killer_3. killer_3 is used more by experienced/well equipped NPCs, while killer_1 is used more by rookies.
I was thinking about adding that as an optional part of the mod. It just sucks that if you do replace the campfire stories with empty files that it will remove stories for all the factions, not just the Mercs and UNISG.
Another side effect of doing this is that NPCs will appear to laugh randomly around campfires. While factions do share the story voice files, they all have their own unique laugh tracks in response to a story ending.
The Mercs and UNISG share both folders unfortunately. The difference is that Killer_3 is for NPCs wearing a gas mask(they have a muffled effect) and Killer_1 is for NPCs without a gas mask.
You may have, I'm really new to Anomaly so I probably missed it.
The main reason I posted this addon was to give people easy access to the "axr_companions" config file.
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