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Definitive Arabic Voices | Standalone
   
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Modifications: Sound Packs
File Size
Posted
Updated
85.684 MB
13 Apr, 2022 @ 6:11am
29 Jul @ 9:43pm
13 Change Notes ( view )

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Definitive Arabic Voices | Standalone

In 1 collection by blxckdreadful
TCE
14 items
Description
The sounds are from these two mods:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=757458080

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=740388295

WHAT'S NEW?

Check the thread below to see the system.

This will make your game more dynamic - at least audio wise, but that also means there will be a lot of talking.

IMPORTANT
Place the dav.vpk from 2793724329 in the 222880 workshop folder, to your Custom folder for this to work. This latest version now includes scripts so it won't work unless it's in there.

This edits two script files, so while the voices can be replaced online - the intricate system won't work unless the server is not Pure 1
Popular Discussions View All (1)
0
21 Apr @ 7:49pm
Here's How It Works:
blxckdreadful
31 Comments
blxckdreadful  [author] 5 Oct @ 6:45pm 
@Boris that does indeed sound like a sound cache issue. I think the easiest explanation on how sound cache works in this game is that those files are basically a snapshot of what soundfiles/soundscripts were being used. I'd say it will eventually work as intended after those sound caches get replaced naturally (or by force lol)
Boris 5 Oct @ 6:22pm 
It's weird, I used snd_restart once and it worked, then a while later, I played the game again, used it and it became a weird mix of modded and vanilla voicelines. Probably some conflict, I'll unsub to everything and try again later.
blxckdreadful  [author] 5 Oct @ 10:11am 
@Boris hmm, might be some conflict in workshop folder but that's unlikely - I tested the files on my end and it was working but of course, in the custom folder. If you've already tried to redownload and did an snd_restart and it's still not working, I'm not sure what might be causing the issue.

Another factor tho but I think unlikely too, is the sound cache files you usually see on the mod folder or the custom folder. If you delete those, then do a snd_restart in the game, it can also refresh what sounds are being loaded. In this example: dav.vpk.sound.cache, etc.
Boris 5 Oct @ 8:54am 
Definitive Security Voices AND Deathsounds Overhaul are both working, but I can't get this to work at all, any tips?
blxckdreadful  [author] 29 Jul @ 9:44pm 
[Updated]
Another major re-write, radio version now working properly - make sure to move to your Custom Folder.

Check changelogs for details
blxckdreadful  [author] 23 Apr @ 11:28am 
Updated! pretty major rework - now works seamlessly and can be easily a point of reference to anyone who wishes to set up their own talker system
blxckdreadful  [author] 21 Apr @ 7:49pm 
Updated, details in changelogs - the most intricate update I've done on this mod
blxckdreadful  [author] 17 Apr @ 4:31pm 
Updated, changes in log.
ikir 27 Jun, 2024 @ 2:05am 
That's great!
blxckdreadful  [author] 9 Jun, 2024 @ 3:42am 
HeardSomething is the next stage of Investigate, when bots have heard a noise source - they will trigger Investigate voicelines if they're alone or with teammates.
Here's the more intricate part. If they heard something while looking or moving east, they will trigger a voiceline saying whether to look, watch, or they are heading east. Same way with all the directions. AND they will trigger both alone or with teammates. Cause in vanilla, the voicelines are always only activated when they have nearby teammates.