Please remove the exertion sounds when mining

Bhaaltazar

New member
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

 
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

 
Completely agree. One advantage of pickaxes over augers was the silence. Now, this silence is full grunting sounds.

 
what about that background noise that repeats incessantly. dooo, do do do...doooooo, do do do.... doooo. do , do dodoooooo, 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.

 
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.

 
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.

 
Good news: this is moddable.

Code:
<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>
 
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.

 
Replace the sound with this one

Code:
[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.

 
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.

 
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

 
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