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Sound Alerts


NeonsStyle

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Hi,

 

Can't wait for this mod to be finished.

 

One thing, in thief, and in thievery, most of the times, ai miss sounds right next to them that should alert them, like doors opening, and the sound of lock picks.... I hope you will address this.

 

I also hope the ai are at least as smart as those in thievery, n not as stupid as the ones in thief... I'm sure they will be tho :)

 

Venus

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Rest assued I'm working hard to make sure that AI don't miss sounds right next to them, and to make sure that AI don't hear sounds going thru solid walls. It's tricky business.

 

You're probably also suggesting that we make ALL sounds propagated to the AI, like switching weapons, lockpicking, etc. That we'll have to see about. I think we agreed to have lockpicking make a little noise, but I forget everything we've agreed on and what's still up in the air.

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One thing, in thief, and in thievery, most of the times, ai miss sounds right next to them that should alert them, like doors opening...

If you're playing solo play just open the console at the start of the map and type "set thdoor TMakeNoiseValue x" where x is a value you want. 0.4 works best imo, cos any higher and they run to your spot, but on this they just go "hello? is something there?".

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On the topic of sound, how about using environmental noise to mask your footsteps? Say you are in a hammer factory, with all kinds of machines chugging away, surely it would be harder to hear footsteps in that environment... How realistic will sound propagation be to AI? Just a thought...

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