Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,293 @@
[bar_barman_greeting]
type = npc
path = scenario\bar\barman\bar_barman_hello_
shuffle = rnd
idle = 1,1,100
story_ids = bar_visitors_barman_stalker_trader
[bar_barman_farewell]
type = npc
path = scenario\bar\barman\bar_barman_wait_
shuffle = rnd
idle = 1,1,100
story_ids = bar_visitors_barman_stalker_trader
[bar_dolg_hangar_bridge_hello]
type = npc
path = scenario\bar\dolg_guard\duty_hangar_1
shuffle = rnd
idle = 16,25,100
story_ids = bar_dolg_general_zoneguard_stalker
[bar_guard_stop]
type = npc
path = scenario\bar\bar_guard\bar_guard_stop_
shuffle = rnd
idle = 1,1,100
story_ids = bar_visitors_garik_stalker_guard
[bar_guard_prohodi]
type = npc
path = scenario\bar\bar_guard\bar_guard_prohodi_
shuffle = loop
idle = 1,1,100
story_ids = bar_visitors_zhorik_stalker_guard2
[bar_dolg_speech]
type = 3d
path = characters_voice\scenario\bar\megafon\mega_duty_propaganda_
shuffle = rnd
idle = 5,15,100
levels = l05_bar
[bar_start_megafon]
type = 3d
path = characters_voice\scenario\bar\megafon\bar_start_megafon_
shuffle = loop
idle = 5,15,100
levels = l05_bar
[bar_dolg_warn]
type = 3d
path = characters_voice\scenario\bar\megafon\duty_gunfire_mega_1
shuffle = loop
idle = 1,1,100
levels = l05_bar
[dolg_megafon_1_hit]
type = 3d
path = characters_voice\scenario\bar\megafon\duty_gunfire_mega_1
shuffle = loop
idle = 1,1,100
levels = l05_bar
[dolg_megafon_2_hit]
type = 3d
path = characters_voice\scenario\bar\megafon\duty_gunfire_mega_2
shuffle = loop
idle = 1,1,100
levels = l05_bar
[dolg_megafon_kill]
type = 3d
path = characters_voice\scenario\bar\megafon\duty_gunfire_mega_3
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_dolg_alarm]
type = 3d
path = characters_voice\scenario\bar\megafon\megaphone_duty_alarm
shuffle = loop
idle = 5,20,100
levels = l05_bar
[arena_public]
type = 3d
path = ambient\arena\crowd_
shuffle = loop
idle = 3,6,100
levels = l05_bar
[arena_introduce_pseudodog]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_pseudodog
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_introduce_snork]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_snork
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_introduce_bloodsucker]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_bloodsucker
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_introduce_burer]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_burer
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_introduce_savage]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_zver
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_actor_afraid]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_coward
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_fight_begin]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_start
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_fight_victory]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_win_1
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_fight_victory_notime]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_win_2
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_fight_lose]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_out_of_time_win
shuffle = loop
idle = 1,1,100
levels = l05_bar
[arena_fight_death]
type = 3d
path = characters_voice\scenario\bar\arena_megafon\mega_arena_dead
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_public]
type = 3d
path = characters_voice\scenario\bar\arena_public\new_arena_public_
shuffle = loop
idle = 5,7,100
levels = l05_bar
[bar_arena_public_death]
type = 3d
path = ambient\arena\crowd_wave_
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_1]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_1_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_1_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_1_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_2]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_2_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_2_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_2_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_3]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_3_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_3_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_3_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_4]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_4_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_4_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_4_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_5]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_5_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_5_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_5_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_6]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_6_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_6_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_6_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_7]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_7_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_7_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_7_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_8]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_8_ready
shuffle = loop
idle = 1,1,100
levels = l05_bar
[bar_arena_fight_8_end]
type = 3d
path = characters_voice\scenario\bar\arena_sound\bar_fight_8_finish
shuffle = loop
idle = 1,1,100
levels = l05_bar
@@ -0,0 +1,77 @@
--[[
[phrases_bar_veteran_mlr]
type = npc
npc_prefix = false
path = characters_phrases\bar\bar_veteran_
shuffle = seq
idle = 3,5,100 --]]
; Mercenary Radio
[ds_killer_base_st]
type = 3d
path = mlr\mercs\cit_mers_music_mlr_
shuffle = rnd
idle = 7,21,100
[bar_informer_1_mlr]
type = npc
path = scenario\bar\bar_informer_1
shuffle = rnd
idle = 100,100,100
play_always = true
story_ids = bar_informator_mlr
[jup_night_sound_mlr]
type = 3d
path = mlr\marsh_radio_1
shuffle = loop
idle = 5,15,100
[escape_sr_rupor_mlr_sound]
type = 3d
path = characters_voice\scenario\escape\megafon_
shuffle = loop
idle = 5,15,100
[escape_sr_rupor_mlr_alarm]
type = 3d
path = characters_voice\scenario\escape\megafon_alarm_
shuffle = rnd
idle = 0,0,100
[mil_freebase_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = rnd
idle = 5,15,100
[mil_freebase_mlr_propaganda]
type = 3d
path = mlr\freedom\val_freedom_megafon_
shuffle = rnd
idle = 5,15,100
[no_sound_mlr]
type = 3d
path = mlr\no_sound
shuffle = loop
idle = 5,15,100
[broken_radio_mlr]
type = 3d
path = mlr\broken_radio
shuffle = loop
idle = 5,15,100
;TEST
[sounds_tech_yan_sci_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = rnd
idle = 5,15,100
[sounds_tech_yan_sci_mlr2]
type = 3d
path = mlr\scientists\marsh_beep_
shuffle = loop
idle = 5,15,100