Louder Enemies

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Publish Date2 years ago
Last Updated2 months ago by
Version1.3
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HoppipModeratorOwner
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Originally posted by Rex on Steam Discussions
With update 243 we made adjustments to how masks can be customized, which required shader changes that now needs the "material_config" files to be updated.
Custom mod masks will not automatically support this new format so to make it work in the new system you will need to make the following changes!
Rename the render_template from "solid_mask" to "solid_mask:MATS_3" Add material_amounts vector3 parameter Add diffuse_layer0_texture parameter Add diffuse_layer1_texture parameter Add diffuse_layer2_texture parameterIf you are uncertain on how to add these parameters; See the below codeblocks for an old and new version of a mask material.
Old material code block for reference:
<material name="mat_template" unique="true" render_template="solid_mask" version="2"> <diffuse_texture file="units/payday2/masks/msk_template/template_df"/> <bump_normal_texture file="units/payday2/masks/msk_template/template_nm"/> <reflection_texture file="units/payday2/matcaps/matcap_plastic_df"/> <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/> <variable value="0 0 0" type="vector3" name="tint_color_a"/> <variable value="0 0 0" type="vector3" name="tint_color_b"/> <variable value="1" type="scalar" name="material_amount"/> </material>Same material in the new format.
<material name="mat_template" unique="true" render_template="solid_mask:MATS_3" version="2"> <diffuse_texture file="units/payday2/masks/msk_template/template_df"/> <bump_normal_texture file="units/payday2/masks/msk_template/template_nm"/> <reflection_texture file="units/payday2/matcaps/matcap_plastic_df"/> <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/> <variable type="scalar" name="material_amount" value="1"/> <variable type="vector3" name="material_amounts" value="2 2 2"/> <diffuse_layer0_texture file="units/payday2/matcaps/matcap_plastic_df"/> <diffuse_layer1_texture file="units/payday2/matcaps/matcap_plastic_df"/> <diffuse_layer2_texture file="units/payday2/matcaps/matcap_plastic_df"/> </material>I need help! It's not working!
Make sure you have not made changes to "diffuse_texture", "bump_normal_texture", "reflection_texture", "material_texture" or the parameter "material_amount". Check to see if you have the right variable type for your "material_amounts" parameter, it should be "vector3" and NOT "scalar". Make sure the parameters for "tint_color_a" and "tint_color_b" are not present in the material. If all else fails make a comment under this post and someone can point out any mistakes that may have been made.
This mod is Amazing hearing death screams from cops is funny but how come the medic isn't affected? he's just quiet as a mouse compared to all the other units
is this a known issue and can not be fixed or can you?
i didn't boost the medic cause he's already way louder than regular enemies
@hoppip ngl i did notice that before i used this mod, but now when the other units are louder he's just quiet. Is they're a way i can do that myself?
yes you can use soundbank editor and boost the volume of the sounds in the medic soundbank
@hoppip Where do i find the "Medic Soundbank"
use diesel bundle viewer to look at the game files and check the soundbanks folder for special_medic
@hoppip do i just right click "special_medic.english.bnk" and then press save as and put it into louder enemies and use Soundbank editor?
Edit: I figured it out now, thx for mentioning diesel bundle viewer
@hoppip i have another question, do you know what soundbank has the "Armor break sound"
you don't have to answer this question, i try not to ask too many questions
I'm not sure
@hoppip I replaced Medic's voice in my mod but it was too quiet and unreleasable. Now that you mention the medic soundbank (which is seemingly empty), it actually can be used to boost the volume with the SBE.
It is only fitting that you, of all people, have saved my mod. I salute you.
@dudeimnotscared if still relevant, the armor break sound is in regular_weapon_sfx, it comes after the Breaker 12G reload sounds with a size of 52.9 KB. It is near the start of the sound bank.
If you want to make a mod to replace this sound, you will have to replace the whole bank, making it incompatible with mods that replace the same bank even for other sounds.