Known Issues with 4.0:
New grenade sounds are a bit quiet unintentionally - Fixed for 4.1
VAL/Sup-9x39 is too loud for other stalkers - Fixed for 4.1
This JSRS Port completely overhauls all the gunshot sounds with new assets.
New Distant Sounds. New stereo first person sounds. 8 layers of audio for each weapon. Variable sounds for each guns for more variety. New Explosion Sounds.
RECOMMENDED: Moddb.com
Next version is 5.0 and is still WIP. Available here: Moddb.com
For Low-end PCS try this: I made a max performance mode that will be included in the next update: Drive.google.com
4.0 Changelog: (Full changelog in zip)
4.0 7/10/2022
-New grenade explosion sounds
-New PM(Makarov) Sounds
-New bullet fly-by cracks with a different style (optional, old set is marked "Old")
-New sounds for close/mid range for a bunch of guns (100-200 meters range)
-New metal impact sounds and body/player bullet impact sounds.
-Reduced number of sound files playing per NPC by about 50%. No Change for player, or first person effects. This will resolve issues when there are huge firefights are going on and the framerate will tank. This does mean there is a reduction in variation for gunfire from NPCs, but xray just cannot handle it.
-Adjusted AI detection distances for all gunshots. Generally its 100m for pistol calibers, 150m for 5.56/5.45 200 for 7.62 and 250-300 for snipers. Suppressors reduce detection distance by around 35-50%. Reduced detection distance for NPC fire (Not Player) a lot from what it was before which will hopefully help fix companions running off to attack where they hear distant gunfire.
-Adjusted the bass values and volume of NPC gunshot effects
-Suppressed Weapons are more audible from mid range (100-200 meters) and less audible from further away. (300+)
-Completely re-done the falloff distances for gunfire sounds. I scaled it down and removed a few steps for optimization and to scale it better for stalker's smaller maps. Should be easier to pinpoint gunfire and anything past 150-200m will fade out way faster, but still be audible from pretty much any distance at a low volume.
Modified Files: Almost all audio files adjusted in volume and configuration
All files in the "Sound_Layers" folder in configs
Base.ltx if using impacts and cracks (Part 2)
Huge thanks to beats for his assistance and making an excellent take on the same idea!
thank you for the update.
I remember constantly watching your STALKER streams.
Wohooooo!
hello there, is there anyway to restore the sounds of the sniper rifles? they lack some power specially the lapua ones.
Not easily, sorry. I need to rework a few things in this mod eventually, especially long rifles, smgs, pistols, and shotguns.
the sounds can be replaced if you navigate to the gamedata/sounds/weapons
Holy ****! Now I can finally download RC22! The final missing piece of the puzzle has been set, and the circle closes, for huzzah! JSRS's sound mod has been updated!
Hello Solarint. I want to make own pack with position and view, full upgrades, BaS and of course your pack. In bas from January there was a patch for jsrs 3.4. Question. Do i need some patch for version 3.5 to install BaS ?
It should still work, but I haven't tried it.
Any plans to update the Soundscape Overhaul?
Yeah I'm working on it, much more work to do compared to this, so it may take a bit, I'm real busy with university stuff right now.
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Do these sounds have the proper ogg comments for npc awareness?
Yes, All of them
This works with rc 23
If I use Part 2 or Part 3 my game CTD's on launch. Should I not use them for U4H8?
Is it compatible with rc23?
Just a heads up, the remington 700 is attempting to use a reload sound that doesn't exist (Unless it exists in later RCs):
snd_reload = weapons\remington700\reload
U4H8 has the 700 using the m24 reload sound.
This overhaul pack doesn't require any other mods does it? From a clean install of Anomaly I chuck the files into the gamedata but it crashes after I try to launch the game.
In other conversation, (other than when a developer states the order) anyone got any tips for the order of installation for mods? A rule of thumb or something?
Log file below
-----loading d:/stalker anomaly/stalger\gamedata\configs\system.ltx
FATAL ERROR
[error]Expression : I
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 273
[error]Description : Can't find include file:
[error]Arguments : w_*.ltx
stack trace:
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Same issue
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I just tested it with a clean install and it worked fine. Not sure what the source of the crash is.
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I was trying to use this addon but i have a question: Is the distant sound supposed to be this low? I had an older version of JSRS (JSRS_STCOP Sound Overhaul) and the npcs shootouts at distance were way louder than this one. ALso, some Boomstick and Sharpstick guns like the Colt M4 assault rifle have a low volume too, almost like they are silenced...
1.5.1 ? work?
For me it does. tested just now via JSGME
Will this be updated to 1.5.1? This is like the missing puzzle piece to me lol.
It's compatible with 1.5.1? Solarint :'D :)
please release this for coc 1.4.22 stcop
just move on to Anomaly instead of CoC... These days Anomaly blows CoC away, especially the 1.5.1 update. I don't really understand the hard-on for a dead mod that so many people have. Then again I always liked LastDay/CoM/Misery over CoC.
COC is not dead;) there is always new stuff.
I have already fixed my problems with Anomaly thx to the modders.
vanilla was too shity. Now i can play coc for real stalker experience and anomaly for more modern survival, tactical shooter feeling:)
Well official support for CoC is dead but addons still come. The last version was like a beta from September 2017 lol. CoC is also a lot older and hasn't been updated so all the mods work.
I think there's more than enough settings in Anomaly these days that you can make it as easy as CoC or way harder than Misery. Seriously, take like 5-10 minutes and look through all the progression and difficulty settings, you can tweak a TON. Someone below already mentioned degradation, you can also modify payouts so you make more money and prices won't feel high and you may be able to remove eating/drinking/sleep, but not sure on that one, might be just sleep. But like I said, I didn't play CoC much, I found Last Day shortly after trying it out.
I like that Anomaly is 64bit, fairly stable (labs are iffy for me), doesn't need original game (think you had to install CoC over base game), overgrown look in new update is epic, plus I don't need tons of addons, although there's getting to be more. The AI upscaled 4K textures for the whole game and JSRS are really all I needed. Dynamic Mutants/Nocturnal Mutants is pretty fun though.
Yes Anomaly is good but without addons not really stalker.
It's way too hard only bad weapons and ammo too high prices...
I don't have the time for this:(
There are too much addons😵
Is there any addon for weapons condition yet? Please help
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How do i install this? I could not do it even by reading "Readme" .
put the gamedata folder into your anomaly install folder, thats it
Using this with 5.1, but some guns are way louder than others...like AK is way too loud.
I assume you mean the aks-74u? I'm honestly not sure why its so much louder, I didn't do anything special with it.
Must new games?
no
Does it work with B&S patch?
EDIT:
Mediafire.com Yup, now it does. Unofficial patch, I used WinMerge.
This update is mostly just changing the sound files, so any patch should work
1.5.1 support is here - you rock! :)
Hey Solarint. How do I update from 3.5. Just overwrite?
Yup
Ty. You're f'in awesome btw.
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Could I use the Cracks and impacts by themselves?
G3SG1 reload sound still makes sound before the magazine gets to the gun? It sounds bad. There a way to remove one gun from the pack and have it work? Removing the gun section from the weapon_sound script file crashes my game.
This mod doesn't change reload sounds, so its likely a vanilla or another mod.
Solarint sorry for the post length but not sure if moddb has a way to hide button it. Anyway the reason people keep asking about Boomstick's is because if your mod overwrites it, it causes crashes. Because ks23 ammo, the ammo described below, is missing from your "weapon_ammo.ltx" file in the JSRS mod. BaS needs these lines otherwise if it is not there the whole game crashes when anything related to the ammo happens. If you added this to the very end of your "weapon_ammo.ltx" file it would stop that crash from happening. I'm fairly sure it wouldn't cause any issues at all with people not using BaS.
Considering your mod is almost mandatory for people, it is causing a lot of headache for the people not experienced in modding. As they overwrite BaS with your mod not expecting it to cause issues at all. I could make a tiny patch, but it seems better just to have it included for people. Thanks, enjoy the vods btw.
You probably know this by heart, but the file is in /gamedata/configs/items/weapons/weapon_ammo.ltx.
[ammo_23x75_shrapnel]:ammo_base ; #00 GroupC
discovery_dependency =
$spawn = "weapons\ammo\ammo_23x75_shrapnel" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
description = ammo_23x75_shrapnel_descr
$prefetch = 64
cost = 2100
box_size = 10
inv_name = ammo_23x75_shrapnel
;inv_name_short = ammo_23x75_shrapnel_s
inv_name_short = ammo_23x75_shrapnel
inv_weight = 0.45
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 138
inv_grid_y = 81
k_dist = 0.5
k_disp = 35
k_hit = 0.9
k_impulse = 0.33
k_ap = 0.03
buck_shot = 50
tracer = on
4to1_tracer = false
wm_size = 0.01
k_air_resistance = 1.5
tier = 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_23x75_barrikada]:ammo_base ; #00 GroupC
discovery_dependency =
$spawn = "weapons\ammo\ammo_23x75_barrikada" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_12x76_zhekan.ogf
description = ammo_23x75_barrikada_descr
$prefetch = 64
cost = 3500
box_size = 10
inv_name = ammo_23x75_barrikada
;inv_name_short = ammo_23x75_barrikada_s
inv_name_short = ammo_23x75_barrikada
inv_weight = 0.5
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 138
inv_grid_y = 80
k_dist = 1.00
k_disp = 1.00
k_hit = 8.3
k_impulse = 30
k_ap = 0.03
buck_shot = 9
tracer = on
4to1_tracer = false
wm_size = 0.16
k_air_resistance = 1.0
tier = 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;