Bhaaltazar Posted November 29, 2018 Share Posted November 29, 2018 OK as I said it really bothers me now when grinding for stone that everytime I swing my axe my character makes a sound as if he was sitting on a cactus! It gets really annoying with every swing. I really preferred quiet time with my pickaxe after a fight with zombies or a loot run at the end of the day:D Link to comment Share on other sites More sharing options...
kamelophagous Posted November 29, 2018 Share Posted November 29, 2018 Yeah, I keep freaking myself out thinking there's something about to eat me. Link to comment Share on other sites More sharing options...
Monkworks Posted November 29, 2018 Share Posted November 29, 2018 what about that background noise that repeats incessantly. dooo, do do do...doooooo, do do do.... doooo. do , do do doooooo, do do do... that will make you crazy.. please update all sounds their all subpart at best Link to comment Share on other sites More sharing options...
Sergoros Posted November 29, 2018 Share Posted November 29, 2018 Completely agree. One advantage of pickaxes over augers was the silence. Now, this silence is full grunting sounds. Link to comment Share on other sites More sharing options...
Ghostlight Posted November 29, 2018 Share Posted November 29, 2018 Yes. Agree with OP Big time Link to comment Share on other sites More sharing options...
Rockspider Posted November 29, 2018 Share Posted November 29, 2018 Agreed Link to comment Share on other sites More sharing options...
SxR Posted December 1, 2018 Share Posted December 1, 2018 what about that background noise that repeats incessantly. dooo, do do do...doooooo, do do do.... doooo. do , do do doooooo, do do do... that will make you crazy.. please update all sounds their all subpart at best Yeah, I have PTSD while in the Burnt Biome. I know exactly the sound you're talking about. The off-tune ambulance in wasteland, too. Link to comment Share on other sites More sharing options...
GaiusFalkus Posted December 4, 2018 Share Posted December 4, 2018 Agreed. Maybe when the character gets better at sneaking/stealth/ninja, they'll shut up?? And the power strikes are an interesting idea, but it's odd because I don't use the regular strike anymore. Why would you? Maybe keep the power strikes for melee weapons only. And maybe also give the standard strike a slash/slash ability, like a faster 1-2 that deals less damage. I don't see any reason to use standard strikes anymore. It's all power strikes now. Link to comment Share on other sites More sharing options...
Shanefpt Posted December 5, 2018 Share Posted December 5, 2018 Yes this 100% Link to comment Share on other sites More sharing options...
Jugginator Posted December 5, 2018 Share Posted December 5, 2018 Yeah, I dont mind it but there should be a variable cooldown to both sounds. I love the ambiance sound in the wastelands, but constant repeat does get old; a little variable cooldown would help with that. Link to comment Share on other sites More sharing options...
Crater Creator Posted December 5, 2018 Share Posted December 5, 2018 Good news: this is moddable. <item name="meleeToolPickaxeIron"> <property name="Tags" value="melee,medium,tool,perkMotherLode"/> <property name="DisplayType" value="melee"/> <property name="HoldType" value="12"/> <property name="Meshfile" value="Items/Tools/pickaxe_ironPrefab"/> <property name="Material" value="Mmetal"/> <property name="RepairTools" value="resourceForgedIron"/> <property name="DegradationBreaksAfter" value="false"/> <property name="SoundJammed" value="ItemNeedsRepair"/> <property name="SoundDestroy" value="metaldestroy1"/> <property name="FuelValue" value="250"/> <property name="EconomicValue" value="240"/> <property class="Action0"> <property name="Class" value="DynamicMelee"/> <property name="Sphere" value="0.15"/> <property name="Sound_start" value="swoosh"/> <property name="ToolCategory.harvestingTools" value="1" param1="1"/> </property> <property class="Action1"> <property name="Class" value="DynamicMelee"/> <property name="Sphere" value="0.15"/> <property name="Sound_start" value="swoosh"/> <property name="ToolCategory.harvestingTools" value="1" param1="1"/> <property name="UsePowerAttackAnimation" value="true"/> </property> <property name="Group" value="Tools/Traps"/> <effect_group name="Base Effects"> <passive_effect name="MaxRange" operation="base_set" value="2.4"/> <passive_effect name="BlockRange" operation="base_set" value="3"/> <passive_effect name="EntityDamage" operation="base_set" value="15"/> <!-- meleeToolPickaxeIron --> <passive_effect name="BlockDamage" operation="base_set" value="18"/> <passive_effect name="AttacksPerMinute" operation="base_set" value="60"/> <!-- A16 1 --> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/> <passive_effect name="StaminaLoss" operation="base_set" value="14" tags="primary"/> <passive_effect name="DegradationMax" operation="base_set" value="200,800" tier="1,6"/> <passive_effect name="ModSlots" operation="base_set" value="0,5" tier="1,6"/> <passive_effect name="ModPowerBonus" operation="perc_add" value=".15" tags="EntityDamage,BlockDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/> </effect_group> <effect_group name="Power Attack"> <passive_effect name="EntityDamage" operation="perc_add" value="1.3" tags="secondary"/> <passive_effect name="BlockDamage" operation="perc_add" value="2" tags="secondary"/> <passive_effect name="AttacksPerMinute" operation="perc_subtract" value="0" tags="secondary"/> <passive_effect name="StaminaLoss" operation="base_add" value="21" tags="secondary"/> [color="#FF8C00"][b] <triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="player1painlg"> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/> <requirement name="IsMale" target="self"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="player2painlg"> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/> <requirement name="IsMale" target="self" invert="true"/> </triggered_effect>[/b][/color] </effect_group> <property name="ActionSkillGroup" value="Mining Tools"/> <property name="CraftingSkillGroup" value="craftSkillTools"/> <property name="PickupJournalEntry" value="miningTip"/> <property name="RepairExpMultiplier" value="5.5"/> </item> Link to comment Share on other sites More sharing options...
Wulf Posted December 5, 2018 Share Posted December 5, 2018 The sound you hear due to exhaustion is actually the pain soundfx they've used as a placeholder. It'll get changed by actual fatigue noises. Until then, mod it out. Link to comment Share on other sites More sharing options...
Spider Posted December 5, 2018 Share Posted December 5, 2018 Replace the sound with this one [size=3]<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="[color="#FF0000"]player1jump[/color]"> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/> <requirement name="IsMale" target="self"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="[color="#FF0000"]player2jump[/color]"> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/> <requirement name="IsMale" target="self" invert="true"/> </triggered_effect> [/size] Sounds much better. Link to comment Share on other sites More sharing options...
SxR Posted December 6, 2018 Share Posted December 6, 2018 Yeah, I dont mind it but there should be a variable cooldown to both sounds. I love the ambiance sound in the wastelands, but constant repeat does get old; a little variable cooldown would help with that. Not ambience, ambulance. The siren sound lol. Link to comment Share on other sites More sharing options...
RawGage Posted December 10, 2018 Share Posted December 10, 2018 I agree to the extent there should be more a huffed laborous type of sound instead of an injury type. Who screams and shouts when there chopping wood?! It'd make way more sense to have a sharp exhale than an "OWWWE!" sound. Lol Link to comment Share on other sites More sharing options...
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