Jump to content
Sign in to follow this  
gurachn

ECS - Disabling the coughing and muttering

Recommended Posts

Great Mod!

Real boost to ai, and lots more.

But I really find a lot of the random player sounds dont fit the context well.

Random whistling, coughing, throat clearing and muttering, on a stealthy night mission just breaks the mood.

I have gone through the list (http://www.ecsteam.online.fr/index.php?watch=table) of settings and turned the Idle time coef (120) to 0% but that didnt seem to work, so I have no idea which setting controls this.

Anyone have any ideas, or is there another place I can inquire about this?

Share this post


Link to post
Share on other sites

By "Boost to AI" you mean the enemies are now a lot harder to beat??

Its already hard as hell for me on my slow rig :( Can never outaim them. Also, does AI boosting mods increase game load?

Share this post


Link to post
Share on other sites

I would assume for ECS it could be these:

IAIC

ECS_local set[120, 30] Idle time coef Regulates the frequency of the soldier speaks 'Idle talk'

(Requires Master Interraction AI Control enable) integer

IAIC

ECS_local set[121, 30] Aware time coef Regulates the frequency of the soldier speaks 'Aware talk'

(Requires Master Interraction AI Control enable) integer

I use ECS as well, but it dot bother me, but try those and see what happens.

Share this post


Link to post
Share on other sites

Thanks Günter, I already had the idle talk set to zero [120,00] but tried setting the aware talk to zero also [121,00].

This seems to decrease the random chuckles and sneezes, but doesnt seem to remove it altogether.

I love what this mod does to the ai. They are way smarter and more unpredictable. Flanking, moving through buildings, etc, but damn I really hate the way they chatter and mumble and cough and maniacally chuckle to themselves. I find it really offputting.

Also all the gung ho yakking from the squadmates. I wish I could shut them up!

Share this post


Link to post
Share on other sites
Also all the gung ho yakking from the squadmates. I wish I could shut them up!

That's what your pistol's for! hahahahaha

Share this post


Link to post
Share on other sites

when your playing with ECS, if you hit ESC on your keboard you will see the ECS menu, if i remember correctly, lol and i was just playing with , dout!, there should be a disble AI chatter or something in there see if that does it.

Share this post


Link to post
Share on other sites

Ok, ECS confused the hell out of me... the mod comes in part1 and part 2 in two .exe files... do we need to install both or is there something we can just install and run hassle free??

Share this post


Link to post
Share on other sites

get the following from this page:

http://www.armedassault.info/index.php?game=0&cat=authors&id=295

Download the ECS CLient 10150 and then download and apply the Patch to version 10151

so just get this:

ARMA: Enhanced Configuration System (v 10150)

then this:

ECS Client Patch (v 10151)

and you will need this:

ECS Themis Compatibility Component (Eventhandler Support) (v 1.0)

and this

ECS ArmA Themis compatibility component (v 1.0.1.02)

once you install them you should have a folder that says @ECS

in your main arma folder, then in your shortcut make sure ECs is first or it wont initalize.

or you can download my mod which has this already setup and implemented, files ect, and shows you how to set it up in your shortcut, but i got to get permission first before i release it.

Share this post


Link to post
Share on other sites
when your playing with ECS, if you hit ESC on your keboard you will see the ECS menu, if i remember correctly, lol and i was just playing with , dout!, there should be a disble AI chatter or something in there see if that does it.

It seems to help a bit, but it definitely doesn't totally shut the macho paranoid buggers up!

"I heard something" "He's around here somewhere!" "Come out and show yourself" "Lets do this!"

(All in the middle of a firefight where half of them had already been killed)

Meanwhile, my guy is coughing and sneezing and humming a happy tune!

Just a bit weird.

More like a bunch of American highschool kids playing paintball than an elite fireteam sweaping an enemy held village.

---------- Post added at 04:16 PM ---------- Previous post was at 04:09 PM ----------

That being said, it turns a mission like 'Sanitizing operation' from a bit of a turkey shoot in Vanilla, to a tense fight for survival using ECS.

In my last 5 run throughs, I was killed 3 times, wounded in all, and even the two I completed 3 of my original team of 4 were killed.

Not by ai cheating either. All by being surprised on the flanks, and once the bastards even hunted my crippled body down around the buildings where I was trying to hide.

The only consolation there was they my yakky team mates had already been whacked by that time!

Share this post


Link to post
Share on other sites

on ECS site:

Ways to make your game leaner

To disable some of the feature of the ECS mod, it is possible to simply remove the the unwanted .pbo file from the AddOns folder.

For example: to remove the civilian speech delete the files:

ECS_CIV.pbo

ECS_CIV.pbo.ecs.bisign

Aslo note that ECS_Core, ECS_Misc and ECS_Sounds is required in order to work and cannot be deleted (except for uninstalling ECS).

theres also

look for this ECS_Quiet.pbo, and put it into a folder for backup in the ECS addons folder, im thinking that might be the one but not sure.

Share this post


Link to post
Share on other sites

I found the answer!

All those idle sounds (Whats that smell?, etc) are in the ECS_US.pbo.

There are actually some other nice sounds in there I like, so I think when I get some time I can just go through and replace the ones I find annoying with empty files, then re-pbo it.

Thanks for the suggestions Gunter!

Share this post


Link to post
Share on other sites

Hi.

I din't remember perfectly where do i made the way of this in ECS but in the settings:

IAIC

ECS_local set[124, 2] Night multiplier Determines at what intervals the dynamic speaker may yield speech from an AI or AI's; a value of '2' means AI will speak at twice the interval (dead time) during night-time that they would in daylight. 
(Requires Master Interraction AI Control enable) 

Try this

You normaly can do this into the mission script file by this way in a sqs file on mission INIT.

in a file "myscript.sqs" where you call it in your mission start [] exec "myscript.sqs"

@ECS_initialized
ECS_local set[124, 8];
exit; 

Default is "ECS_local set[124, 2]" so try to find the way where you want this. This setting act only for Night time. By the way this settings is only required to the server if im not wrong ;)

In hope that help.

François.

Share this post


Link to post
Share on other sites

Wow, thanks very much for the info, Joker.

Awesome mod btw!

It is kicking my arse, but I am loving it! In my last runthrough (using the Sanitizing Operation from the main campaign) to check out some changes I made to the sounds, the ai flanked us, whacked my 3 spec force buddies, and I only survived by skulking around the barn wounded and bleeding and hunted like a dog.

I finally managed to snipe the last few and reorg with the second team to clean up the town. But when we returned back to the Hummvies, I found that an enemy had looped around and shot them up! One of the drivers was dead and the other was outside of his vehicle, bleeding like a stuck pig! Amazing!

Anyway, no disrespect for your work, but I really don't like the humming, sneezing and throat clearing. I also found that some of the squad chatter was just a bit too gungho. When I was in the military, we were taught to keep our mouths shut except for calling in contacts and stuff. Everything else is just distraction and calls unwelcome attention to your position.

So I un pbo'd the ECS_US file and muted those sounds. Re-pbo'd and now things are a bit quieter and sounds a bit more professional and realistic to my ear.

Thanks again mate!

Share this post


Link to post
Share on other sites

I found that sometimes campaign missions don't end properly when running AI mods... do you get that? There was one mission we killed everything and everyone and still the mission refused to end...wierd...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×