I believe I have found a fix for this mod to get it to work in a19.4 stable. There was also an existing bug I found, possibly 2 (if changes were made in 19.4 that broke it).
I cannot upload the fixed files here (the forum blocking xml uploads) so for now, here's what you have to do to fix it. You should be able to make these changes in an existing game and it "just works" as we're not creating or removing any new resources/blocks/items/etc.
NOTE: You have to have Perk Engineering up to level 3 (in the fixed version) for the perk to unlock them as that's when the normal vanilla speaker unlocks.
NOTE: I could not replicate the "schematic not unlocking them" issue. Using the schematic in the old version (and the new) should unlock them all without the perk.
NOTE: I will leave it up to Smitty to update and relink a "a19.4 stable" version, or patch and test however they see fit, or not update, etc.
Bug 1: "Speaker - Alarm Siren 2" is not working.
Change the SoundDataNode block for everything for speaker 16 in sounds.xml to the XML below
The actual change is just changing a single underscore to a space for the AudioClip (the wrong sound was named "alarm_siren_2"), but this is easier to document as the entire XML block
<!-- Speaker 16 -->
<SoundDataNode name="smitty_siren16">
<AudioSource name="Sounds/AudioSource_VO_Announce"/>
<AudioClip ClipName="#@modfolder:Resources/smittylv_envato_sounds.unity3d?alarm_siren 2" Loop="true"/>
<LocalCrouchVolumeScale name="1.0"/>
<CrouchNoiseScale name="0.5"/>
<NoiseScale name="1"/>
<MaxVoices value="10"/>
<MaxRepeatRate value="0"/>
</SoundDataNode>
Bug 2: Perk AdvancedEngineering not working to unlock the speakers
I don't know why (maybe it didn't work before?) but this gets it to work in a19.4 stable:
1. Create a new file in the mod under the Config folder and call it: progression.xml (note: On windows, you might need to have visible file name extensions "on" or you might end up creating progression.xml.txt instead)
2. Add this XML to the file
<Smitty>
<append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group">
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="smittySpeaker1,smittySpeaker2,smittySpeaker3,smittySpeaker4,smittySpeaker5,smittySpeaker6,smittySpeaker7,smittySpeaker8,smittySpeaker9,smittySpeaker10,smittySpeaker11,smittySpeaker12,smittySpeaker13,smittySpeaker14,smittySpeaker15,smittySpeaker16,smittySpeaker17,smittySpeaker18,smittySpeaker19"/>
</append>
</Smitty>
Also:
If you want to be super pedantic/accurate, you would also change the Version line in ModInfo.xml from 1.0.0 to 1.0.1 or something different from the original. Using 2.0.0 might also be accurate if it doesn't work in the original version of the game it was built on. I'm not sure, just 1.0.1 indicates its not the original
Code:
<Version value="1.0.1" />