Various New Mods; Updated and Removed Mods

Fixed:
- PDA map colors not matching
- Aydin's Grass Tweaks mismatch
- Hax Bolt Reanimation being overridden

Updated:
- Atmospherics

Removed:
- Dialog Dynamic UI (Included in EGUI)
- Developer Mod Installations (Unnecessary bloat)
This commit is contained in:
2024-03-21 08:41:48 -04:00
parent 290378b961
commit 8abddf23c7
2362 changed files with 107187 additions and 48192 deletions
@@ -0,0 +1,344 @@
[postprocess_base]
pp_eff_name = radiation.ppe
duality_h = .015
duality_v = .015
blur = 1
gray = .0
noise = .01
noise_scale = 1
noise_color = 255,255,255,70
[postprocess_anomaly]
pp_eff_name = radiation.ppe
duality_h = 0
duality_v = 0
blur = 1
gray = .7 ;.9
noise = .2 ;.5
noise_scale = 1
noise_color = 155,155,155,70
;-------------------------------------------------------------------------------
; New zone postprocess
;-------------------------------------------------------------------------------
[postprocess_steam_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = steam_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_acidic]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_acidic_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_thermal]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_thermal_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_rad]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = radiation.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_psi]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = psi.ppe
radius_min = 0.3
radius_max = 1.0
[psy_antenna]
pp_eff_name = psi.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[postprocess_death]
pp_eff_name = death.ppe
radius_min = 0.5
radius_max = 1.1
[postprocess_flame]
pp_eff_name = flame.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_fuzz]
pp_eff_name = fuzz.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_gravi]
pp_eff_name = gravi.ppe
radius_min = 0.8
radius_max = 1.4
[postprocess_gravi_mine]
pp_eff_name = gravi_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_electra]
pp_eff_name = electra.ppe
radius_min = 0.5
radius_max = 0.9
[postprocess_electra_mine]
pp_eff_name = electra_mine.ppe
radius_min = 0.3
radius_max = 1.0
[mosquito_bald]
pp_eff_name = mosquito_bald.ppe
radius_min = 0.2
radius_max = 2.7
[postprocess_gas]
pp_eff_name = alcohol.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_new]
pp_eff_name = radiation.ppe
radius_min = 0.5
radius_max = 1.1
;-------------------------------------------------------------------------------
[effector_alcohol]
pp_eff_name = alcohol.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
[alcohol]
pp_eff_name = alcohol.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 0
radius_min = 0.7
radius_max = 1.1
[effector_explode_hit]
cam_eff_cyclic = 0
cam_eff_name = camera_effects\shell_shock.anm
cam_eff_hud_affect = true
[effector_fire_hit]
pp_eff_name = fire_hit.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_cyclic = 0
[effector_fire_hit_0]:effector_fire_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_fire_hit_1]:effector_fire_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_fire_hit_2]:effector_fire_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_fire_hit_3]:effector_fire_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_fire_hit_4]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_fire_hit_5]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_fire_hit_6]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_fire_hit_7]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_right.anm
[snd_shock_effector]
;pp_eff_name = duality_circle.ppe
pp_eff_name = snd_shock.ppe
pp_eff_overlap = true
pp_eff_cyclic = 1
[effector_controller_aura]
pp_eff_name = controller_hit.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
[effector_blink_black]
pp_eff_name = blink_black.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
[effector_controller_aura2]:effector_alcohol
pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit]
;pp_eff_name = fire_hit.ppe ; no postprocess
;pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit_0]:effector_monster_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_monster_hit_1]:effector_monster_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_monster_hit_2]:effector_monster_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_monster_hit_3]:effector_monster_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_monster_hit_4]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_monster_hit_5]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_monster_hit_6]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_monster_hit_7]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_right.anm
;-------------------------------------------------------------------------------
; Nightvision postprocess
;-------------------------------------------------------------------------------
[effector_nightvision_1]
pp_eff_name = nightvision_1.ppe
pp_eff_overlap = false
pp_eff_cyclic = 1
[effector_nightvision_2]
pp_eff_name = nightvision_2.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[effector_nightvision_3]
pp_eff_name = nightvision_3.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Äåòåêò íàñ ïîëòåðãåéñòàìè
;-------------------------------------------------------------------------------
[poltergeist_detection_effector]
pp_eff_name = poltergeist_scan.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
[_actor_death_effector]
pp_eff_name = actor_death.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8
[brighten]
pp_eff_name = brighten.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
; Fade
;-------------------------------------------------------------------------------
[fade_in]
pp_eff_name = fade_in.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_in_out]
pp_eff_name = fade_in_out.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[black]
pp_eff_name = black.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[blink]
pp_eff_name = blink.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_to_black_9_sec]
pp_eff_name = fade_to_black_9_sec.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[agr_u_fade]
pp_eff_name = agr_u_fade.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Brain Scorcher
;-------------------------------------------------------------------------------
[effector_radar_stop]
;pp_eff_name = radar_stop.ppe
;pp_eff_cyclic = 0
cam_eff_name = camera_effects\radar_stop.anm
cam_eff_cyclic = 0
;Eugenium Hazardous Anomalies
[postprocess_orange]
pp_eff_name = mine_orange.ppe
radius_min = 0.3
radius_max = 1.0
;-----------------------------------------
[extra_controller]
pp_eff_name = psychic.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[anti_aim_effector]
cam_eff_name = camera_effects\pripyat_horror.anm
cam_eff_cyclic = 0
@@ -0,0 +1,985 @@
;; NOTICE FOR MODDERS ;;
; unless you need to edit already existing sound sections, do NOT edit the "script_sound_*" files but make a new one that defines your new sound sections
; eg. "script_sound_mymod.ltx"
; it will be automatically included and won't cause conflict with other mods that add/edit sound sections
#include "script_sound_*.ltx"
;include "script_sound_agroprom.ltx"
;include "script_sound_axr.ltx"
;include "script_sound_darkvalley.ltx"
;include "script_sound_escape.ltx"
;include "script_sound_jupiter.ltx"
;include "script_sound_l05_bar.ltx"
;include "script_sound_marsh.ltx"
;include "script_sound_military.ltx"
;include "script_sound_pripyat.ltx"
;include "script_sound_story_and_music.ltx"
;include "script_sound_yantar.ltx"
;include "script_sound_zaton.ltx"
;include "script_sound_x16.ltx"
;include "script_sound_x18.ltx"
;include "script_sound_warlab.ltx"
;include "script_sound_mlr.ltx"
; A new feature has been added to help alleviate an issue with all sounds being loaded, even unused ones. Restricting sounds by level and story id is this solution.
; 'levels' is a new optional field. It's what levels to load the sound on, otherwise sound is not loaded. The absense of a levels field means the sound is loaded on all levels.
; 'story_ids' is a new optional field. It's a list of story_ids that can load the sound, otherwise sound is not loaded. The absense of a story_ids field means the sound can be loaded by all npc.
[brain_scorcher_rumble]
type = 3d
path = semitone\anomalies\generators
levels = l13u_warlab, l10u_bunker
[radar_drone]
type = looped
path = ambient\radar_1
levels = l10_radar
[radar_thunder]
type = looped
path = ambient\radar_2
levels = l10_radar
[gen_noos_tunnel]
type = looped
path = semitone\anomalies\generators\generators_idle
levels = l13_generators
[warlab_pod_noise]
type = looped
path = ambient\warlab_pod_noise
levels = l13u_warlab
[red_bloodsucker_growl]
type = 3d
path = monsters\bloodsucker\distant_growl_
shuffle = rnd
idle = 10,20,100
levels = l08u_brainlab, l03u_agr_underground
[controller_script_attack]
type = 3d
path = monsters\controller\controller_script_attack_
shuffle = rnd
idle = 10,20,100
levels = l08u_brainlab, l03u_agr_underground
[rad_hat_1]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\radar\rad_hat_1
shuffle = seq
idle = 1,1,100
levels = l10_radar, l10u_bunker, l08u_brainlab
[rad_hat_2]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\radar\rad_hat_2
shuffle = seq
idle = 1,1,100
levels = l10_radar, l10u_bunker, l08u_brainlab
[radar_meh_on]
type = looped
path = ambient\cooling_run
levels = l10u_bunker, l04u_labx18
[radar_meh_off]
type = 3d
path = ambient\cooling_stop
levels = l10u_bunker, l04u_labx18
[psy_blackout]
type = actor
actor_stereo = true
npc_prefix = false
path = affects\psy_blackout
shuffle = seq
idle = 1,1,100
levels = l10u_bunker, l13u_warlab
[bun_patrol_prikaz]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\bun\patrol_prikaz
shuffle = seq
idle = 1,1,100
levels = l10u_bunker
[val_patrol_prikaz]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\val\patrol_prikaz
shuffle = seq
idle = 1,1,100
levels = l04u_labx18
[bun_monolith_call_1]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\sarcofag\monolith_call_1
shuffle = seq
idle = 1,1,100
levels = l10u_bunker
[sar_monolith_call]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\sarcofag\monolith_call_
shuffle = rnd
idle = 10,15,100
levels = l12u_sarcofag
[sar2_monolith_call]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\sarcofag\monolith_call_1
shuffle = rnd
idle = 30,60,100
levels = l12u_sarcofag
[mon_ambient]
type = looped
path = ambient\monolith_1
levels = l12u_sarcofag
[mon_organic_moan]
type = 3d
path = ambient\organic_moan1
levels = l12u_sarcofag
[mon_explosion]
type = 3d
path = ambient\mon_explosion
levels = l12u_sarcofag, l13u_warlab
[warlab_decoder]
type = looped
path = device\decoder
levels = l13u_warlab
[warlab_oso]
type = looped
path = ambient\os_1
levels = l13u_warlab
[mon_monolith_damaged]
type = 3d
path = characters_voice\scenario\sarcofag\monolith_damaged
shuffle = rnd
idle = 0,0,100
levels = l13u_warlab
[mon_monolith_heavy_damaged]
type = 3d
path = characters_voice\scenario\sarcofag\monolith_heavy_damaged
shuffle = rnd
idle = 0,0,100
levels = l13u_warlab
[mon_monolith_alarm]
type = 3d
path = characters_voice\scenario\sarcofag\monolith_alarm
shuffle = rnd
idle = 0,0,100
levels = l13u_warlab
[surge_earthquake_sound_looped]
type = looped
path = ambient\earthquake
[surge_earthquake_sound]
type = 3d
path = ambient\earthquake
[blowout_begin]
type = 3d
path = ambient\blowout\blowout_begin
[blowout_rumble]
type = looped
path = ambient\blowout\blowout_rumble
[blowout_hit_1]
type = 3d
path = ambient\blowout\blowout_impact
[blowout_hit_2]
type = 3d
path = ambient\blowout\blowout_impact_02
[blowout_hit_3]
type = 3d
path = ambient\blowout\blowout_outro
[blowout_wave_1]
type = 3d
path = ambient\blowout\blowout_wave_01
[blowout_wave_2]
type = 3d
path = ambient\blowout\blowout_wave_04
[blowout_wave_3]
type = 3d
path = ambient\blowout_wave_3
[blowout_particle_wave_looped]
type = looped
path = ambient\blowout\blowout_particle_wave
[fallout_acid_rain]
type = looped
path = anomaly\acid_rain
[state]
type = npc
npc_prefix = true
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true
[state_1]
type = npc|actor|3d
actor_stereo = true|false
npc_prefix = true|false
path = states\idle\idle_
shuffle = rnd|seq|loop
idle = 3,5,100 ;min,max,rnd
;************************************************************
;Óíèâåðñàëüíàÿ îçâó÷êà âñòðå÷è
;************************************************************
[wait]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,10,100
;************************************************************
; Alife
;************************************************************
[patrol_sneak]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = alife\patrol\sneak_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
[patrol_run]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = alife\patrol\run_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
[patrol_walk]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = alife\patrol\walk_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
[fight_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\attack\script_attack_
avail_communities = bandit, csky, dolg, freedom, army, stalker, monolith, killer, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
is_combat_sound = true
[post_combat_wait]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 3,5,100
[post_combat_wait_long]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 7,10,100
[post_combat_relax]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\relax_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
;***************************************************************
; Çâóêè äâåðåé
;***************************************************************
[trader_door_open_start]
type = 3d
path = device\door_start
shuffle = rnd
idle = 1,1,100
[trader_door_close_start]
type = 3d
path = device\door_closing
shuffle = rnd
idle = 1,1,100
[trader_door_close_stop]
type = 3d
path = device\door_stop
shuffle = rnd
idle = 1,1,100
[trader_door_locked]
type = 3d
path = device\door_locked
shuffle = rnd
idle = 1,1,100
[trader_door_unlock]
type = 3d
path = device\door_servomotor
shuffle = rnd
idle = 1,1,100
[wood_small_open]
type = 3d
path = device\wood_small_open
shuffle = rnd
idle = 1,1,100
[wood_small_close_start]
type = 3d
path = device\wood_small_close_start
shuffle = rnd
idle = 1,1,100
[wood_small_close_stop]
type = 3d
path = device\wood_small_close_stop
shuffle = rnd
idle = 1,1,100
[wood_large_open]
type = 3d
path = device\wood_large_open
shuffle = rnd
idle = 1,1,100
[wood_large_close_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100
[wood_large_close_stop]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100
[metal_small_open]
type = 3d
path = device\metal_small_open
shuffle = rnd
idle = 1,1,100
[metal_small_close_start]
type = 3d
path = device\metal_small_close_start
shuffle = rnd
idle = 1,1,100
[metal_small_close_stop]
type = 3d
path = device\metal_small_close_stop
shuffle = rnd
idle = 1,1,100
[power_switch]
type = 3d
path = device\power_switch
shuffle = rnd
idle = 1,1,100
;***************************************************************
; çâóêè íàñòîëüíîé ðàöèè
;***************************************************************
[radio_call]
type = 3d
path = device\radio_call
shuffle = rnd
idle = 0,0,100
;***************************************************************
; Îçâó÷êà ÏÄÀ
;***************************************************************
[pda_alarm]
type = actor
npc_prefix = false
path = device\pda\pda_alarm
shuffle = rnd
idle = 0,0,100
[pda_news]
type = actor
npc_prefix = false
path = device\pda\pda_news
shuffle = rnd
idle = 1,1,100
[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100
[pda_task]
type = actor
npc_prefix = false
path = device\pda\pda_objective
shuffle = rnd
idle = 1,1,100
[pda_welcome]
type = actor
npc_prefix = false
path = device\pda\pda_welcome
shuffle = rnd
idle = 1,1,100
[pda_beep_1]
type = actor
npc_prefix = false
path = device\pda\pda_beep_1
shuffle = rnd
idle = 1,1,100
[pda_beep_2]
type = actor
npc_prefix = false
path = device\pda\pda_beep_2
shuffle = rnd
idle = 1,1,100
[pda_communication_lost]
type = actor
npc_prefix = false
path = device\pda\pda_communication_lost
shuffle = rnd
idle = 1,1,100
;***************************************************************
; Îçâó÷êà Âåðòèáåðäà
;***************************************************************
[heli_damaged]
type = actor
npc_prefix = false
path = vehicles\helicopter\damage_
shuffle = rnd
idle = 1,1,100
[heli_down]
type = actor
npc_prefix = false
path = vehicles\helicopter\death_
shuffle = rnd
idle = 1,1,100
[heli_hit]
type = actor
npc_prefix = false
path = vehicles\helicopter\hit_
shuffle = rnd
idle = 3,4,40
;***************************************************************
; ÎÑÍÎÂÍÛÅ ÒÅÌÛ
;***************************************************************
[alarm]
type = 3d
path = ambient\siren1
shuffle = loop
idle = 0,0,100
[meet_hello]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, monolith, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_hello_
shuffle = rnd
idle = 7,10,100
[meet_wait]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_wait_
shuffle = seq
delay_sound = 15000
idle = 15,20,100
[meet_stop]
type = npc
avail_communities = bandit, csky, dolg, freedom, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_stop_
shuffle = rnd
idle = 2,2,100
[meet_hide_weapon]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_hide_weapon_
shuffle = rnd
idle = 7,10,100
[meet_use_no_default]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_default_
shuffle = rnd
idle = 1,1,100
[meet_use_no_fight]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_fight_
shuffle = rnd
idle = 2,2,100
[meet_use_no_weapon]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_weapon_
shuffle = rnd
idle = 5,7,100
[meet_use_no_talk_leader]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 5,7,100
[corpse_loot_begin]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\loot\loot_begin_
shuffle = rnd
idle = 10,11,100
[corpse_loot_good]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\loot\loot_good_
shuffle = rnd
idle = 10,11,100
[corpse_loot_bad]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\loot\loot_bad_
shuffle = rnd
idle = 10,11,100
[help_heavy]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = help\wounded_heavy\help_
shuffle = rnd
idle = 4,8,100
[help_thanks]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = help\wounded_thanx\thanx_
shuffle = rnd
idle = 1,1,100
[wounded_medkit]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer, csky, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = help\wounded\medkit_
shuffle = rnd
idle = 1,1,100
;***************************************************************
; ÒÅÌÛ ÄËß ÒÈÐÀ
;***************************************************************
[steam_blowout]
type = 3d
path = anomaly\steam_blowout
shuffle = rnd
idle = 0,0,100
;***************************************************************
; Yasti: Repair, Cooking and Artifact Containers
;***************************************************************
[inv_repair_kit_use_fast_2p8]
type = actor
path = interface\inv_repair_kit_use_fast_2p8
shuffle = rnd
[inv_repair_kit_use_fast]
type = actor
path = interface\inv_repair_kit_use_fast
shuffle = rnd
[inv_repair_kit_with_brushes]
type = actor
path = interface\inv_repair_kit_with_brushes
shuffle = rnd
[inv_repair_sewing_kit]
type = actor
path = interface\inv_repair_sewing_kit
shuffle = rnd
[inv_repair_sewing_kit_fast]
type = actor
path = interface\inv_repair_sewing_kit_fast
shuffle = rnd
[inv_repair_spray_oil]
type = actor
path = interface\inv_repair_spray_oil
shuffle = rnd
[inv_repair_brushes]
type = actor
path = interface\inv_repair_brushes
shuffle = rnd
[inv_repair_kit]
type = actor
path = interface\inv_repair_kit
shuffle = rnd
[inv_drink_flask_2]
type = actor
path = interface\inv_drink_flask_2
shuffle = rnd
[inv_aam_close]
type = actor
path = interface\inv_aam_close
shuffle = rnd
[inv_aam_open]
type = actor
path = interface\inv_aam_open
shuffle = rnd
[inv_iam_open]
type = actor
path = interface\inv_iam_open
shuffle = rnd
[inv_iam_close]
type = actor
path = interface\inv_iam_close
shuffle = rnd
[inv_aac_open]
type = actor
path = interface\inv_aac_open
shuffle = rnd
[inv_aac_close]
type = actor
path = interface\inv_aac_close
shuffle = rnd
[inv_lead_open]
type = actor
path = interface\inv_lead_open
shuffle = rnd
[inv_lead_close]
type = actor
path = interface\inv_lead_close
shuffle = rnd
[inv_batt]
type = actor
path = interface\inv_batt
shuffle = rnd
[inv_cooking]
type = actor
path = interface\inv_cooking
shuffle = rnd
[inv_cooking_cooker]
type = actor
path = interface\inv_cooking_cooker
shuffle = rnd
[inv_cooking_stove]
type = actor
path = interface\inv_cooking_stove
shuffle = rnd
[inv_mutant_loot_animal]
type = actor
path = interface\inv_mutant_loot_animal
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_animal2]
type = actor
path = interface\inv_mutant_loot_animal2
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_crow]
type = actor
path = interface\inv_mutant_loot_crow
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_grease]
type = actor
path = interface\inv_mutant_loot_grease
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_grease2]
type = actor
path = interface\inv_mutant_loot_grease2
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_human]
type = actor
path = interface\inv_mutant_loot_human
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_human2]
type = actor
path = interface\inv_mutant_loot_human2
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_rotten]
type = actor
path = interface\inv_mutant_loot_rotten
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_smaller]
type = actor
path = interface\inv_mutant_loot_smaller
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_matches]
type = actor
path = interface\inv_matches
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_death]
type = actor
path = interface\inv_death
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[torch_click]
type = actor
path = weapons\pistol_empty
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mask_clean]
type = actor
path = interface\inv_mask_clean
shuffle = rnd
[inv_open]
type = actor
path = interface\inv_open
shuffle = rnd
[inv_briefcase_light_open]
type = actor
path = interface\inv_briefcase_light_open
shuffle = rnd
; AWR
[awr_fail_1]
type = actor
path = actor\awr\awr_fail_1
shuffle = rnd
idle = 0,0,0
[awr_fail_2]
type = actor
path = actor\awr\awr_fail_2
shuffle = rnd
idle = 0,0,0
[awr_fail_3]
type = actor
path = actor\awr\awr_fail_3
shuffle = rnd
idle = 0,0,0
[awr_fail_4]
type = actor
path = actor\awr\awr_fail_4
shuffle = rnd
idle = 0,0,0
[awr_fail_5]
type = actor
path = actor\awr\awr_fail_5
shuffle = rnd
idle = 0,0,0
; IMM
[inv_eat_can_imm]
type = actor
path = interface\inv_eat_can_imm
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_1]
type = actor
path = interface\inv_axe_dismember_1
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_2]
type = actor
path = interface\inv_axe_dismember_2
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_3]
type = actor
path = interface\inv_axe_dismember_3
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_4]
type = actor
path = interface\inv_axe_dismember_4
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_5]
type = actor
path = interface\inv_axe_dismember_5
shuffle = rnd
idle = 0,0,0
[inv_disassemble_metal_fast]
type = actor
path = interface\inv_disassemble_metal_fast_
shuffle = rnd
idle = 0,0,0
[inv_disassemble_cloth_fast]
type = actor
path = interface\inv_disassemble_cloth_fast_
shuffle = rnd
idle = 0,0,0
[inv_tear_patch]
type = actor
path = interface\inv_disassemble_cloth_fast_2
shuffle = rnd
idle = 0,0,0
[wind_storm1]
type = looped
path = nature\wind_storm1
[wind_storm2]
type = looped
path = nature\wind_storm2
[wind_storm3]
type = looped
path = nature\wind_storm3
[underground_drone]
type = looped
path = ambient\trx\background\underground
[rain_helmet]
type = looped
path = ambient\rain_helm
[rain_indoors]
type = looped
path = ambient\rain_indoors
[snd_inv_mask_clean]
type = actor
path = interface\inv_mask_clean_3
shuffle = rnd
idle = 0,0,0
[reload_shell]
type = actor
path = weapons\remington870\remington870_load
idle = 0,0,0